Greeting everyone! After reading this forum for a couple of days, I simply couldn't waste the time any longer, so decided to create an account.
Well, the main thing is that I'm inspired by the things that people are doing here. It would be nice to start as a kind of hobby, but I totally don't know the nuances of creating such a goodies, just some messy theoretical information.
So to start the dive I've found some photos of crappy TV-set, which I would model out:
So, how you can see it's quite hard to do, or not hard, when you know how, so I wanna know how. I have some questions:
1. Is it ok to use floating geometry for the things like holes on the back and on the front of this thing, etc.? Or have I to cut them into the mesh?
2. Can I use many parts? Won't it be bad for performance?
3. Some parts are almost symmetrical like front of it, is there a way to do one side and then do a bake on an overlay plane, or something, where the screw is?
Here's the beginning, the wire:
Smoothed (the background photo's distorted a bit):
On the glass the edge loop could be seen, and there's four n-gons as well, so I need some topo-magic, I think?
Replies
And yes, it's absolutely okay to model it in separate parts. Actually in some cases it gives you less polys than forcing everything into one closed mesh, so it's a good thing when it comes to performance.
keep it up!
Many things have changed, and I started another mesh. Don't mean, that the first one will be left unfinished, I'll try to make it next time, when my skills will grow a little. I fount it quite hard to do.
Well, the next mesh is more then the just started one, I've nearly finished modeling, but there's a bad thing, that driving me mad - a place near the handle.
Low-poly:
The low-poly UVing looks fine to me (not to distorted), but there was a moment where I screwed up completely:
I've read that when you deal with map baking you have to use different UV-shell for every smoothing group, but... The thing is I've already made UVs but forgot about smoothing groups... Guys is there any way to select polys by UV shell and then give each shell own smoothing group?
Second. I don't know where you heard you need a separate UV "shell" for each smoothing group. Thats insane. Use one Unwrap UVW modifier, auto smooth the model, make sure nothing wacky is going on. You can still modify smoothing group with a UVW modifier on the stack, so don't worry about your smoothing groups.
I hope this answers your question, I may be misinterpreting something though lol.
Theirs a lot of ways to do this stuff. Use what ever you are comfortable with. I'm just pointing out other quicker methods imo.
Well, I'm not sure about have I figured out what I wanna know, guess, that it's a great mistake I made - looks like I just don't get a thing. In my situation using "autosmooth" can cause happiness with result is it so?
I see bad places, but there're some questions to torment you, if you don't mind... :-D
Well, the main is some parts, specially the wheel, looks correct from some angle, but from other may look angular as hell... Is there a way to fix it?
The second is, you know, so many people use for baking the tool called xNormal, instead of using built-in ones... Why so? It must have many advantages?