So starting with a fantastic tutorial on 3dmotive, I've got the highpoly 3d bust looking pretty close to the concept and am now working on the low poly version. It's 850 tris right now. Also did a quick automatic uv unwrap to test the normals bake and found a few funky edges - I'll fix those soon and start moving onto the texturing phase - c&c appreciated!
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If it's bolted to the floor, maybe all of my points are moot. But does it LOOK like it's bolted to the floor? I'd say not really. There are bolt/screw heads there, but they look a bit small, and don't necessarily indicate an anchor point.
My 2cents.
Hipoly modeling is looking pretty solid, but there are some really fine lines in a couple places that will probably get lost in the final product.
Im also curious as to what that joystick looking thing is on top. Is it actually a joystick? And is there a keyboard?
If you've got a concept or something you can post along with it that would be great.
Aside from the crits, i really do like the direction this is going. Keep us updated
@ Dark - Yeah that's supposed to be a joystick but I think I may have to go back and soften up the outer rubber shield and maybe offset the stick a bit as well. And instead of a keyboard there would be a second screen on the lower portion, something that would display raw data etc while the main screen gives you more visual information.
Appreciate the tips fellas, I'll be sure to update my progress.
Also, have you considered putting a bit of colour into certain parts of the texture? Maybe a dark base, with some kind of dark red? Perhaps going up those square sections on the bottom going up.
Also, there seems to be a super fine line in your normal that's just coming across as errors rather than enhancing the look.
The placement of grime seems a little bit out of place. I'd imagine that the place closest to the feet would collect the most. Seems like there should also be some on the pad itself from repeated use. Maybe on the sides where a cleaning would be more likely to miss? All depends on the look you're going for, and the environment it's placed in, but it seems as though there is more up top near the monitor than there is down below.
Keep goin' :thumbup:
@pseudo: I appreciate the input - I'm having a hard time figuring out the best approach with this kind of stuff. In that shot I used a mix of hard/soft edges to keep the normals of the keyboard looking flat and consistent. But then I get weird edges like that.
I also remember hearing that you're not supposed to use smoothing groups anymore - if that's true then how else would you get flat parts on the normal map?
I went back to my model and detached the joystick from the mesh, simplified the keyboard and just floated the joystick over the surface. Originally I was really trying to keep all the geometry connected but with this approach I fixed the lighting issues and even cut out a few polys. Is this bad practice?
Definitely agree with this. It needs some sort of color to accentuate the shape of the model.
The pyrmaidal shape where the joystick connects seems off to me. Maybe take a look at gear shifts on cars.