Hi everyone,
I decided to model something just for fun. After looking at all the awesome weapons from Brink I decided to do something similar. I found this awesome concept by Jim Svanberg. Here is my first progress shot as well.
cheers everyone.
Current State:
My progress.
Replies
looks non-functional in that area
http://www.polycount.com/forum/showthread.php?t=83684&page=3
) -> correct
_| -> not so correct
Also, if you're gonna be posting base mesh, then post with wires on it. I recommend showing the base, then the smoothed result on a separate pic, otherwise It's gonna be difficult for people to give you feedback.
@jimsvanberg - Just letting you know that your art was awesome and that it inspired me to model this gun.
@Andrew Mackie - Thanks. Looking forward to texturing but still having lots of fun with the high poly.
So here is a small update. The light blue geo is the final high poly. Until I have all the high poly finished or close to it I will go back and tweak my low poly and show the wireframes. Right now I am still making some changes here and there so tweaking the low poly doesn't seem that important and useful now.
One thing that I have doubts about is the baking process if my gun is symmetrical. I was going to make the low poly, unwrap half of it and stack the UV's. Is that correct? And what is the setup for that? for my low poly object I have half the geometry but for the high poly I have the full object (both halves)?
Either way. I'll cross that bridge when I get there.
Thanks everyone for your comments and dropping by.
Agreed, soften some of those, set up a camera at the ideal viewing distance/angle and make sure your angles aren't too sharp in it, I think you're going to lose a lot of good edges because you're making them too sharp.
For a symetrical bake, I do this:
Model the gun.
Delete the 'second half' (the 2nd-Nth parts that will be duplicated).
Reset X-forms.
Unwrap my mesh.
Adjust smoothing on my mesh to match my UVs as needed.
Duplicate the unwrapped mesh.
Offset the UVs on that by 1 unit (moving them out of the 0-1 space)
Mirror/clone/etc the duplicated parts into position (either do not use the Max mirror tool or reset x-forms on the mirrored mesh, collapse down, and flip faces, or else you can cause issues because Max's mirror tool is a piece of shit)
Attach the mirrored bits to the regular mesh object
Weld together (select borders, ctrl-click verts to convert to vert selection, then weld with a very small threshold is most convenient)
Bake
This process, followed in these steps, ensures a clean bake with minimal issues and minimal fighting with overlapping UVs, etc. Reconstructing the mesh after unwrap is a dirt simple process and it makes it a lot easier than managing the whole thing.
It is vital to follow all of these steps, but especially the welding portion before baking, or else you're going to have incorrect smoothing down your mirror seam that you will bake into the normal.
Here is my progress. I am almost done with the high poly, just some minor artifacts I have here and there.
I have a doubt about floater geometry. How far can they be from the main piece. For example here. IS this too much? Is there a rule of thumb for that?
However I don't use floaters too often, so maybe someone else can offer better insight.
Terrific work by the way!