Hey PC, so iv been chipping away at this on my spare time, trying not to forget how to model, not doing much at work.
The highpoly is pretty much done, so i thought it was time to post it here for critiques. Iv got one comment already saying it looked a little too thin, let me know what you guys think, right now the handle is still very blobby.
Also what's the best workflow for lowpoly for something like this? I'm going to start mostly from the high and start deleting edges etc.
How do you guys go about it? Im looking at you Pedro Amorim! hah, your revolver was awesome, and a huge inspiration for starting this, as well as all the Brink stuff from 3point.
anywho.
Thanks!
Replies
I triangulated before baking, as i heard toolbag can import with different quad splitting. UDK i get mostly the same errors. Everything is averaged normals right now, should i harden the normals on the edges of the UV islands? Or is it just a question of more support edges? Thanks for any help.
The areas i'm talking about are the flat area behind the bracket with the screw in it on the frame, among some others. Looking at it now, it might be because there are so many small triangles terminating there.
Any critique is very welcome.
DIFFUSE
SPEC
Looking at them together now, i think i need more contrast in the specular, but i'm not sure.
Broad stroke texture stuff here, haven't really got into the edge wear and character adding stuff. Although i don't want to give it that sandpapered look. Any input on how to add some flare to this piece would be appreciated. Was thinking scrollwork, but I dunno. Trying to think about the human contact points, moving parts and how they affect the surfaces right now.
C&C welcome
Thinking of maybe putting some kind of under slung flash-light on it. Not in the immediate future though.
I'd say it's only a few tweaks before it's finished.