Hey there, I'm wondering how you guys would go about normal mapping an object like this. 'Cause I can't seem to figure out an effective method. Here's the low and high poly meshes. You can probably already see where this is going. Here's the lowpoly with the generated normal map. As you can see the broad surfaces look all…
Modeled that some time ago, didn't really get to doing anything in the last few weeks. That new job (no, not a dream job, not even close but I don't want to have "unemployed for 6 months waiting for the next semester" in my CV plus the money is better than my last job (320 being a soldier 24/7 vs. 800 being a worker…
You can find pure CAD modeling positions in the US as well. I would really recommend learning 3D CAD - SolidWorks/Inventor/CATIA (given your artistic background, the first two would probably be easiest). Parametrics are where the industry is now; it allows you to make a model, then go back and edit a feature and have the…
I did a paintover for you outlining some modeling errors. Obviously you know how to sub-d model but it looks like you aren't spending the time to clean things up. Generally there are a couple of big issues being repeated that are holding the modeling back: 1: Pinching. I think this is a larger scale edge flow problem…
The normal map I showed there was just a quick bake to show this one piece. Those areas are filled up by other UV mapped parts. As for the parts that aren't showing up on the normal map, like in the last picture... That's because of the edge sharpness? I don't even have a hard edge there on my low poly though. I tried to…
Speaking strictly for my 3D because I don't even know where to begin with my drawing history: A friend introduced me to 3dsmax ("this is how you make a box and now you select those verts" etc.) and sicked me on the Joan of Arc tutorial. That was 2007. Then I just tried a lot on my own after that, trying different things,…
Good point gigantoad. Now that the import thing is clear Scott, I have some topology crits for you. I would not recommend ever creating a low poly using an auto-optimizer, unless you are on a severe time crunch. This object can be described using much fewer triangles while retaining the same exact quality with a manual…
Hey all! I wanted to do a style study and I really like the way Steven Sugar draws trees. So I wanted to adapt that into 3D and gathered reference. Then I created a fairly low poly model and wanted the detail to come from the texture. I messed around a bit with changing the silhouette so there was more variation in the…
For all the figs I have done they have always asked me to merge and dynamesh everything together then decimate just like cryid said. I only really have anecdotal tips. I'm not a 3d printing aficionado but there are some things I have picked up from clients. Most of the figs I have worked on are about 1-2" high and the…
18 hours of rifle modeling plus another 6-8 getting it to import correctly into mudbox. any tips on good details to add? I am stuck thinking of random scratches and dents...and wondering what will/wont show up well in the normal map ---- I feel like I spent too much time iterating from Maya to Mudbox to diagnose problems…