first attempt at highpoly? or first attempt at this object?
In anycase... it is looking pretty good. The way you are showing it off doesn't do it justice though. It is kind of a hideous viewport screenshot. The only thing bothering me really is the inside of the helmet... Looks kinda gummy/blobby.
You plan on lowpoly and textures?
Keep the updates coming and maybe some renders to show it off
here is the Low Poly version. 11,887 tris knocked down from 2.9 million . gonna start an AO bake soon and add some floaters too for the holes on the ear cups.
12k tringles seems like way too many for this, especially since I see no bevels. I would say remove all the detail on the inside of the helmet for starteers.
There's a lot more detail you can add into the high poly that I'd do before worrying about the low poly. Screw details, the mesh fabric, stitches, the screwed down panel on the side of the ear muff, mesh details on the inside of the helmet liner, noise on the microphone tip, surface detail of chipped and repainted paint on the helmet surface, edge chunks missing on the trim from damage, and repainted (thus, smooth). The chin strap details, beyond just the fabric micro-details. The folded and button rivet as well.
I'd add these details before going to the bake down. Currently it seems you will be getting very little detail out of your normal.
So I took some time and reduced the tri count to approx 6,400. I could've done more but this assignment but it's due for a school assignment soon (yadda yadda yadda - no excuses!). I will be posting a normal map soon.
Hmm, although looking better than before, I think you should prioritize the layout of the polygons. There's a lot of detailed polygons on the microphone, buttons and the inside of the ears. However, those are better spend outside on the headphones and even better yet, the shape of the helmet itself, which looks really jagged.
The scratches on the side are very messy, but I'm absolutely loving the spade decal on the back, it adds a lot of character to the model.
As for more technical notes, the facade straps that are texture-only on the sides are a relatively important and noticeable part of the look ~ Why didn't you actually model them in, might I ask? And I should also note that some of the texture stretching is quite obvious, would you mind showing us your textures?
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In anycase... it is looking pretty good. The way you are showing it off doesn't do it justice though. It is kind of a hideous viewport screenshot. The only thing bothering me really is the inside of the helmet... Looks kinda gummy/blobby.
You plan on lowpoly and textures?
Keep the updates coming and maybe some renders to show it off
i'll be sure and post updates as i go and i plan on doing the low poly and texture very soon
I'd add these details before going to the bake down. Currently it seems you will be getting very little detail out of your normal.
As for more technical notes, the facade straps that are texture-only on the sides are a relatively important and noticeable part of the look ~ Why didn't you actually model them in, might I ask? And I should also note that some of the texture stretching is quite obvious, would you mind showing us your textures?