The high poly is 85% done (the top piece is still jacked up)
But I want to work on the low poly and do some test bakes before I start making sure everything on the highpoly is perfect.
Looking good so far, I'm eager to see a bake. Depending on the use of this wrench, I would consider modeling the indents. I'm wondering what that polycount is - that 3000 count given isn't just for the low-poly, is it? It doesn't look like you have that much. Anyways, if this intended to be used as a first-person weapon/prop, I would model the indents and spend quite a few more tris on the model because of the angle that the player would be viewing the wrench at. Even with parallax, I think actual geometry would do a much better job.
I'm wondering what that polycount is - that 3000 count given isn't just for the low-poly, is it? It doesn't look like you have that much. Anyways, if this intended to be used as a first-person weapon/prop, I would model the indents and spend quite a few more tris on the model
its 3k for the low poly, the top part of the wrench (the L shaped piece with ribs) is 1.5k by itself.
I think you're right, I intend for this to be a first person weapon, so I'll bump up the polycount some more and model the indents, I was also thinking I may do 2 versions of this, a tf2 style one and a current gen one.
I'm also excited to try out the 3 point shader with this piece.
There's lots of things to fix, but I'm really happy with the results so far.
I think I'm just going to overlay the text in photoshop, there's been things about it bothering me.
Yeah. Bake the text in photoshop.
Use a white text. then blur it a little. and you are done. Plus you can use the text layer and set a black outerglow on it and use it as a mask to put dirt arround the text.
Replies
Debating if I should model the indents, I know I could parallax them.
looking good! keep it up!
its 3k for the low poly, the top part of the wrench (the L shaped piece with ribs) is 1.5k by itself.
I think you're right, I intend for this to be a first person weapon, so I'll bump up the polycount some more and model the indents, I was also thinking I may do 2 versions of this, a tf2 style one and a current gen one.
I'm also excited to try out the 3 point shader with this piece.
@Pedro
Sorry to keep you waiting :P
There's lots of things to fix, but I'm really happy with the results so far.
I think I'm just going to overlay the text in photoshop, there's been things about it bothering me.
Use a white text. then blur it a little. and you are done. Plus you can use the text layer and set a black outerglow on it and use it as a mask to put dirt arround the text.
Yay for addressing 10 things at once, blocking out the diffuse, then fixing the UV's a bit, then baking the normal again and fixing the uv's more!
My tablet is broken so I'll be trying to take advantage of layers, using masks, and different bakes.
I jump around too much.
I'm having small issues with "seams" (there shouldn't be seams in a lot of there places, there's no seam on the uv layout in most of these places)
are these issues with the highpoly and low poly not matching up well enough, or is it because the angles are to harsh?