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[WIP] minigun -FAIRY SHOOTER-

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VoxArcana polycounter lvl 4
Hello guys!
I'm creating a character based on the world of Final Fantasy XII (and tatics)
aaaaand I created this weapon for her:

This is somewhat how it's supposed to look like in the end haha

and this is the modeling part:

here I did all the base mesh in maya
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I defined all the creases and increased the polygon count to start putting some details using zbrush <working on it>

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  • C86G
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    C86G greentooth
    There are some minor things I´d change.



    1. some very obvious pinching
    2. looks like an edge is not running correctly
    3. I´d make the round part round (adjust the support edges)
    4. Is it only a shadow or a smoothing error?
    5. borders look very shap but not the inner part of the same part
    6. some pinching

    Anyway, looks fun and will look good with textures : )
  • VoxArcana
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    VoxArcana polycounter lvl 4
    C86G said:
    There are some minor things I´d change.

    1. some very obvious pinching
    2. looks like an edge is not running correctly
    3. I´d make the round part round (adjust the support edges)
    4. Is it only a shadow or a smoothing error?
    5. borders look very shap but not the inner part of the same part
    6. some pinching

    Anyway, looks fun and will look good with textures : )
    Thanks for the advices! :smiley: 
     I actually don't care much about the pinches at this point, because the high poly version will just be used to bake a normal map on the lower poly mesh, and I'll edit the map to remove them

    Shinigami said:
    will the pinching be visible when textured?
    Nope, I'm planning to do all the texture in PBR, so it won't be high poly enough to see the pinches
  • C86G
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    C86G greentooth
    So yes, that pinching will translate into the normal map and editing/fixing that in Photoshop is kinda like the worst thing you can do.
    And PBR has nothing to do with the polycount ; )
  • VoxArcana
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    VoxArcana polycounter lvl 4
    C86G said:
    So yes, that pinching will translate into the normal map and editing/fixing that in Photoshop is kinda like the worst thing you can do.
    And PBR has nothing to do with the polycount ; )
    why is it the worst thing?
    I know PBR has nothing to do with the polycount, I meant that I would not render the highpoly version
  • C86G
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    C86G greentooth
    Fixing baking errors in Photoshop (if that´s what you meant).
    Don´t get me wrong. Just do as you like and have fun : )
  • VoxArcana
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    VoxArcana polycounter lvl 4
    I always clean my bakings in photoshop haha
  • ZacD
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    ZacD ngon master
    Reasons you shouldn't paint on normal maps:

    1. It's a bandage that covers up the problem, but doesn't fix the underlying issues. 
    2. It's a waste of time, learn how to properly model/bake, and you wont ever have to waste time painting out errors.
    3. It's not accurate or clean, normal maps aren't like a simple height map, there's vertex normals and tangents that influence how a normal map works, and you can't account for that by hand. 

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