Hello, I'am doing a new vehicle, I made a little concept.
I almost finish the high poly and started my work on the low poly.
I will also import it later in Zbrush for further detailing.
I have also 2 questions.
1. When i bake the AO for some of the instanced parts under the hood what is the best solution? I was thinking of baking AO from the high poly , then duplicate the obgect and baking a second pass of Simple AO on a second UV channel with separate UV's for the instanced objects.
2.What about the polycount on the antenna?(too much?)
A feedback will be extreamly appreciated. Thanks
Replies
I encourage you to add a little more suspension to the tracks, the concept has a little up front which is missing from the model. Suspension on tracked vehicles is very important and can be a great source of detail. I also really like the really big round part where the gun connects, but its missing from the model also, its a really cool shape and it seems to be replaced by some noisy details.
2) If the lowest image is the high poly model your working on, I wouldn't worry about optimization. If its your low then it could be just about right.
BUT it depends on how you plan to unwrap it. If its going to be one big piece then it could be a little difficult to work with the UVs. If its going to be broken up and if you're trying to shave off as many polys as possible then you can detach some of those pieces colaspse the holes down to a single vert and just float the pieces together. HOWEVER this could start to eat up more UV space which could easily counter act any poly misering you do. Its a tight balance, so think about how you want to unwrap it, and find out what will work best for you.
The suspention will be added but only at the front. But what about my second question , wich was :
1. When i bake the AO for some of the instanced parts under the hood what is the best solution? I was thinking of baking AO from the high poly , then duplicate the obgect and baking a second pass of Simple AO on a second UV channel with separate UV's for the instanced objects.