Thought I would share something I'm working on.
Reference:
High Poly:
So I have some questions on what I should do on my model indicated with numbers one through five.
1 - I need some ideas on how to connect that thing without making it look awkward while it makes sense when it operates.
2 - Based on the reference, should I use another floating cylinder to connect them or cut in the model that I have already to finish it?
3+4+5 - No idea what i should add here, seems kind of boring with just a flat surface.
Feel free to give suggestions on other parts of the model too.
Comments, crits, and paint overs are all welcome.
Replies
Honestly, I think the whole thing is mechanically flawed. It doesn't look like it would work very well. It just doesn't read as a functioning machine. The business end of the flame thrower is fine, but that actuator makes no sense
I say make the weapon like it's in the concept it was meant to have an upward "stand-by" position and a horizontal "ready" position, like in the concept.
So
1. The weapon is pointing upwards when not in use, this piston appears to be the mechanism responsible for that. The slide at the back is used for aiming down when the piston is fully extended. Picture that in your mind and it makes odd sense... so connect the piston to the weapon, no complex mechanisms involved says I.
2. From the top of my head : If you want easy, floating cylinder. If you want good looks, cut.
3-5. Concept has nothing in there, I say follow it to retain the clean look of the weapon. Add subtle variation, wear and tear with textures.
Hope I didn't miss anything I haven't played the game, so some mech pilot could come and correct me on these :P
If you substitute the end with what you are pointing there, I see no problem with it being a main weapon.
The thing with these VT weapons, they will almost certainly look weird when separated from the actual unit, like in the concept.
Here's my low poly, it currently stands at 3,462 triangles:
And it could be more optimized what I have highlighted in the picture could be done only in the normal map, without the geo.
@Stromberg90 - I agree with you, but it's not my concept Right now I can only push for a really good looking texture now As far as the optimization, I also agree I could have taken the geometry out but I wanted to make it a little prettier for a possible portfolio piece.
Thanks for all your comments far
On another note, I actually modeled out all the screws even though I should have put them in the normal map, silly me.
Okay so on this one, I baked it out with a big map size so I could see if they would have any errors without the map being too small. I used one smoothing group for the entire mesh just like I had it originally and it gave me this with some weird normal on the inward extrusion part no matter what angle I turned the model at.
So I knew the solution to this was the smoothing groups. So knowing this, I used autosmooth instead of using one smoothing group. But the inward extrusion still came out weirdly.
So in conclusion, I left the geometry there so I could avoid that problem, which probably isn't the best solution. If someone knows how to fix this problem, let me know, otherwise I'm going to keep all the pieces the same except for this one.