Hey guys after about a 4 month break ive decided to come back to modeling and try my hand at modeling a Glock 17. This model will be for a game engine/mod, so i need to do a low poly version with normal maps. However, i usually model low poly first then high poly, but this time im going to try and model the high poly and then the low poly. The only problem is, i have no idea how to do the high poly version first.
Here is what i have done so far:
I have box modeled this much, and was then just going to chuck a turbosmooth onto it. Is this how the high poly version of a model is done? If so, how would i go about creating the low poly version later on when im finished the high poly version?
Any help is greatly appreciated,
thanks
Replies
So you will have three layers: original assembled high poly, exploded high poly, and exploded low poly (which you will later reassemble)
Hope that helps!
Ok i sort of understood what you said Jessica... sort of being the key words there lol. First of all, what the hell does explode mean haha?
And what do you mean by 'snapping the exploded low pieces to the assembled high poly?'
Thanks for your help so far,
big
When I say snapping, I mean there is an align tool on your toolbar at the top of your screen. You use this to align one piece with another by first clicking the piece you want to align, then clicking the align tool, then clicking the piece you want the first piece aligned to. There are setting under the alighn tool that you can mess around with, like which axis you want the alignment to occur on, etc. Experiment! It's a really useful thing.
So basically at the end, you will take all the exploded low pieces after you have baked and created your normal map, and 'snap' them back in place by aligning each piece to it's original assembled high poly piece. If you don't quite get it yet, that's ok, this is like the last step before texturing haha. Do everything else first.
Good to see someone is following my thread, helps to keep me motivated, thanks a lot! Hopefully more updates 2morro morning because im too tired to work on the model right now.
Look at the subject matter and work out where all the parts physically connect.
You should never try to make a highpoly that is segmented in reality out of a single mesh. it makes it 10 times harder.
Next I do a blockout with simple geometry, if its practical i refine the shapes a bit with booleans getting a object that's pretty close to the ref model
Next I model my highpoly using the blockout as either reference or as a base for the model.
(if you take anything away from this post make sure its to segment your highpoly where its segmented on the real thing)
Remember there are curves on the backstrap and so on. You need to think about these right from the beginning of the modelling.
You're on the right path at the moment, block it out quickly and then start adding details.
like this
Personally I wouldn't worry about exploding the mesh and so on, at least until you have the high poly finished.
When I'm working on a high poly mesh, I usually work with subdiv's on, as this means I see any pinching or topology problems as soon as they happen, instead of getting a nasty surprise later on.
Or should i chamfer them on the high poly as well and use edge control on the chamfers?
Thanks for all your help so far guys,
big