Okay, so I've gone back to the drawing board to try and nail down the concept more accurately. Since the shape of the two halves of the casing seemed to be the most inaccurate, and the fact that the mesh was getting overly complicated as a single object, I split the lower half in two to experiment with shapes. Upper half…
All of your cylinders seem to have the same number of sides, from the cylinder to the barrel to the cylinder release. In general, the pieces which will appear smaller in-game or are inset (such as the cylinder release during normal use) can use a much lower number of sides without losing any visual quality. If this is for…
SomeDoggy, here is the wireframe for the door: It's effectively just a rectangle, split in three with inset faces etc going on. If I were to re-do it, I'd do the same only ensure there's flat topology around the parts I'm insetting faces into. But with as it currently is, it seems I've screwed myself just by not giving…
Update Time :) I've Widened the finger guard and worked on its shape more. One the main body of the pistol I've cut out the recesses for the various pieces of inset metal and distressed the surface a bit. Next up i want to finished the Barrel / Hammer and add some tooling detail on the metals. For anyone thats interested…
Thanks for the feedback Jesse. Yea with the high poly all I really added was the slits and the insets. I kind of ran out of ideas after that. What would you have suggested? And which waisted tris are you reffering to? Anyways heres the first pass on the texture. Diffuse:…
Every hard edge meaning inset pieces too? So basically anything that's been extracted in or has a sharp edge to it? That seems to be a ton of chunks.. I guess I was thinking of the big picture when it came to edges, apologies for not understanding still. Edit: I'm also confusing edges (the ones you select) with hard edges…
For a basic rule of thumb, if you don't want two faces to curve towards one another after subdivision, you need to have additional faces between them. You could chamfer the inside corners of those inset sections, or just cut in the extra faces required. I would recommend spending some time experimenting with sub-d surfaces…
Something to keep in mind is that this doesnt need to all be one object. The walls can have a tileable texture on them, then simply cut out one rectangle where the windows will be (if the windows will be inset). Then you can make one window asset and copy it out and place it where you want to (two windows if you have one…
One way of splitting a model up is by logical real-world counterparts. This is pretty much a basic tenant to follow when modeling. So the frame is made from wood? Split it to elements based on that: the main block/the acorn finial/the moulding/etc. There are still loads of tris you can optimise. The inset region can be 2…
I think the big rectangular insets into the door are not going to bake well, the edges of them are a little too sharp. the cross beams on those doors look good though they should bake fin. It's hard to see some of the detail up top due to the emissive on the door, but those look a little too shallow as well. Overall, good…