This is one of several models I'm working on at the moment as high poly modeling practice. I've added or modified parts of my model to make it different from the reference. When I'm finished with the high poly, I plan on normal mapping it onto a low poly and then go from there (unwrapping, texturing, etc). Crits are appreciated.
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
![HighPolyLantern.jpg](http://i514.photobucket.com/albums/t342/Shad0wForce/HighPolyLantern.jpg)
Reference:
![190308801RpUiDo_fs.jpg](http://i514.photobucket.com/albums/t342/Shad0wForce/190308801RpUiDo_fs.jpg)
Replies
Hmm....Good point. Thanks man.
Thanks. I'll get right to it.
Wear and tear in the high poly model though? I'm used to doing the whole wear-and-tear thing when I'm making textures...unless I were to make damaged materials which would require me to model it out. If it's just scratches here and there, then that can be taken care of with a diffuse and bump.
Exactly what kind of wear and tear do you speak of?
Zbrush would be your best bet.
I've had little experience with Zbrush at the moment though. I've got basic sculpting down in Zbrush, but I haven't actually imported models from 3dsmax into it to add details and such. Well, there's a first time for everything, so I may as well give it a shot. Thanks for the suggestion.
Thanks for the input.
Would a rusty texture do the trick, or should I actually go back and model out some broken pieces?
I'm going to try to see if I can emulate a rusty broken look in Zbrush or something.