Alrighty folks. It's the usual. Long time lurker occasionally chiming in :P So first thread I'm going to post my progress on the rocketeer helmet and jetpack. There is not a high concept here other than practice with subdivision, zbrush, and baking normals. Also I love the retro-scifi style because of shapes and curves that lead the eye around.
I've only done a few "next gen" assets and want to improve. The high poly has been finished and baked onto the low poly. I spent a few days getting a good bake... at least I think it's a good bake. Any comments and critiques would be nice.
The low-poly has 1986 triangles with 1024 x 1024 maps (only normal and AO in diffuse for now). Shown with the xoliul shader.
Oh I also stuck the model into UDK to see how it looks in an engine. It appears fine to me so I'll be start texturing this weekend. (Then I can proceed to the jetpack!)
Replies
I also think there's quite a few polys that could be shaved off on the side of his helmet, as that area is generally flatter with less curvature than the equally dense forehead.
In fact, if you remove your eyes I think you can lessen the overall polygon density quite dramatically.
@Noodle! - I can't really answer as to why I modeled the eyes in. So I did a test and took them out of the lowpoly. I think the difference is negligible. I lose a bit of depth, but once I get the textures in I think it will be less noticeable.
@Almighty_gir - I'll look into using alphas, though I think I may leave that geometry in.
The new triangle count is now at 1726.
I had an idea of displaying both the helmet and jetpack together on a workbench in an old airplane hangar when I'm done. Just to give them a small environment to show them off in. So I want the pieces to look worn/used but still functional.
I'm tempted to call this helmet done, but I can't seem to get reflections to work correctly. I generated a cubemap and followed several tutorials to hook it up. My problem is that it's drowning out the diffuse and desaturating it. Is there a way to make the cubemap not overpower the diffuse?
"Multiply" by a "constant" (fractional value)