Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc.
I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking - substance painter texturing.
Everything was fine until the low poly stage. But this is my first experience creating a mid poly model.
I turned for help to a person who was a team lead in COD Modern Warfare 3 and Starfield. He cut part of the pipeline for me since I'm not doing a sculpt and the Bevel shader already exists in Marmoset.
And now it looks like this:
CAD - export to MOi3d - Low poly in blender 3d - High poly in Marmoset - baking in Marmoset and texturing in substance painter. It's much faster this way, of course.
I made the low poly. Can you give advice, what articles to read, and what sins are visible? I will be very grateful. I'm attaching 3 screenshots: High poly Plasticity - High poly zbrush - low poly blender.
Replies
There was no question here about which pipeline was better or worse.
If you are not familiar with this topic, please do not write.
Secondly, it's not good form to criticize someone providing feedback. If you don't like the feedback, you are free to ignore it of course. However, sacboi is a knowledgeable member with a lot of experience building hardsurface assets, so it would benefit you to at least keep an open mind, and consider their feedback thoughtfully.
Your lowpoly model is meant for use in a game engine, right? It helps to consider which angles it will be viewed from, and how close to the player's camera. To me this model has too much wasted detail. The knurling for example is usually done with a normal map, unless the silhouette is really required.
Also the knobs are welded into the surface, with corresponding triangle fans. This is fairly wasteful as well, and could be done by just floating them over the body. It also shows some unnecessary bevels where some knobs meet the body.
Overall though it's a nice asset. Keep refining!
I'm curious, what did you expect to get from your post here, but you didn't get?
We do value feedback ourselves, on how we can improve in providing a community that hopefully helps each other improve. What's wrong with our responses that makes you seemingly want to rage-quit? It's a sad outcome that I'd like to prevent if possible.
Personally, I like your work, and I was looking forward to seeing where you were going to get to with it.
Still, if you just want to delete your account, then please email us and we'll help out... https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#new-members
I turned for help to a person who was a team lead in COD Modern Warfare 3 and Starfield. He cut part of the pipeline for me since I'm not doing a sculpt.