Hey! This is my first post on Polycount. I hope to add more as I expand my portfolio. This rifle is my first attempt at a high poly hard surface model. Any and all advice would be appreciated. I feel like the mesh isn't as it should be. I haven't cleaned up the non-4 sided polygons yet, but I wanted to see what you thought I should start over with a cleaner mesh or just clean this one up.
Thanks again for checking it out!
Here's the concept art that I was given, followed by the work in progress.
It's my belief that if this is your first attempt at some serious hard surfaced modeling, start a lot simpler. Find some everyday objects that would be great practice and just keep modeling away until you get super comfortable with edge control and it can work for you when hard surfaced modeling. Anything from a televisions set to maybe a household tool that's kept in a garage. Stuff like that is great practice before getting into something as complex and complicated as a weapon like a rifle.
Also, I see a lot of places where you could save yourself a ton of headache by floating chunks of geo, instead of trying to keep it all one mesh.
Thanks for the advice. I'm trying to help a friend by making assets for his game. I've just never made a highpoly hard surface model before. Luckily, this is just going to be normal mapped, so I've decided to go back to the basic mesh and work from there.
For now, how about you just make the scope? That's a nice bite-size project which still has enough interesting shapes: concave, convex, some small details (I suggest adding ridges to the knobs for extra grip) and large shapes.
Here's the wireframes. I put soft edges on the low poly and changed the lambert to a blinn. The bottom of the model isn't high priority as this is a stick on piece.
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It's my belief that if this is your first attempt at some serious hard surfaced modeling, start a lot simpler. Find some everyday objects that would be great practice and just keep modeling away until you get super comfortable with edge control and it can work for you when hard surfaced modeling. Anything from a televisions set to maybe a household tool that's kept in a garage. Stuff like that is great practice before getting into something as complex and complicated as a weapon like a rifle.
Also, I see a lot of places where you could save yourself a ton of headache by floating chunks of geo, instead of trying to keep it all one mesh.
Keeping going!
The original knob was 10 sided, so I made a replica that was 16 sided for the high poly. Then I made an 8 sided for the low poly.