i hope you dont normal map this, since you should have made the highpoly first, but im really digging the difuse work, push it really to its limits and youll have a really good piece
I did it in 6 hours for our benchmark. Highpoly, lowpoly, normal map and textures. That's 6 hours solid work, mind you - I expect most people should do it in a few evenings or over a weekend.
DemonPrincess: thanks :) I'll just restart, who cares ;) So at least the head still works, and I hadn't posted an image of the updated version yet. Don't know if it's turned out too highpoly, but we'll see.
The material ID map assigns a unique color for every material applied to your highpoly mesh. If you have one material applied to all of your high poly mesh parts, a blue map would be expected.
Depends on the purpose. If you want to bake from highpoly, you probably want them as rings. If you use tiling textures and trim textures, maybe you need them as stripes, so the details follows the shape.
i've got a few different pieces from low poly handheld in unity to highpoly fancy shaders in udk, so i'm thinking that should be a good assortment. Just not quite ready to put those up for crits :)
You're right a lot of the edges are too sharp but at the same time it feels like its made of plastic not metal if I don't make them sharp enough. And yeah not sure what rdmlegend was getting at since this is a highpoly.
I made an example to you about how you can make the edges on your highpoly more rounded. Its just that you put the support loops further from the supported edge. I hope this help.
Looking mighty handsome Javier, big fan of WW2 planes myself...im a bit over the russian side though. Any plans for cockpit? Might be a pain in the groin to highpoly model but would be interesting to see nevertheless.
for future reference though. If theres an area with really tight spaces, I will sometimes detatch my highpoly into separate bakes, so that later in photoshop you can combine the areas of the UVs that have legitimate normal information.