Looking for feedback/critiques during posting
. After getting massively rejected on the job hunting in the last months it made me insecure. I've wanted to make sure that I really know to model cool things and get a better portfolio in the process.
After searching what catched my attention was a camera that ussed floppy disks. It has curves, so more difficult.
Here is the high res version:
I've used floatters >:3
Getting references was horrible. 70% of the modelling was made with proportions and comparing images in photoshop
Replies
But I would not model the grips, that’s small enough a detail that normal mapping makes more sense.
We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges
Also some great examples here, along with info on why those extreme gradients are best to avoid
https://polycount.com/discussion/107196/making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Weighted normals works well... but only if the model has bevels. I did a mini-tutorial on face-weighted normals. This works very well for mechanical assets. It can even let you avoid baking normal maps, but it does also work really well when you need to bake and also reduce harsh gradients:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SunglassesKhronos#modeling-with-face-weighted-normals
https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1