For a school project I'm making a hedge trimmer. Right now I'm working on the high poly that'll be used as a normal map for the low poly. This is my first time making a highpoly object so toss some advice my way if I'm doing something wrong! :]
Here's the reference I'm basing it on (with a few modifications, like to the handle :x). And
here's a blurry look at the back-and-underside of it.
I still need to add more screw holes, the switch on the top of the handle, and bend back the plastic shield where it meets the main body. The thing I'm going to have the most trouble on are the angled cuts on the side of the handle, though...
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It has a weird smear type of thing goin' on, though, might be my edge flow.
Moved some stuff around on my high poly, finished it. Then did my low-poly:
And here are my packed UVs.
Also, your UV map could be packed a little better. Everything is really spaced out at the moment.
triangles everywhere!!! aaaaa
I had to redo most of my UVs anyway to get them to match up with the smoothing groups, so I'll try to pack them tighter this time around. I'm just afraid of my normals bleedin' into each other.
I had to redo my UVs like four times because my normals kept looking really bad. I was trying to save texture space by mirroring and inverting faces... I've learned my lesson ;_;
I started on my diffuse/specular. The plastic shield bit looks kind of strange with the normal map applied on a transparent material, but it kinda looks like warped plastic? Without the normal map it just looks like glass...
Still fiddling around with the plastic shield's material.
oh noooooooooooo...
It's one of those things that's missing in zombie games :P