Alright, so I'm almost finished with this microphone, but I'm having some trouble figuring out how to create mesh. I tried using floaters, and got a pretty convincing look, but I think it could be better. if anyone has any ideas I'd be happy to hear them. Thanks!
Nice! You're using up a ton of geo in order to attach the spikes that are halfway down the weapon. You could probably just have those small spikes as floaters, and use that spare poly count to give your weapon better cylinders with more sides.
While you're still in the baking process I'd recommend going back for a floaters pass, adding bolts and such along the seams and wherever you can show how things were fabricated. Good clean shapes though, and the mechanical parts are handled very nicely.
If they're details that don't break or affect the silhouette then just apply them during texturing(or as floaters if you don't use Substance) You haven't given any details on your intentions so I'm just guessing it's tertiary detailing you're talking about.
The gap in the back where the handle meets the main bit seems too large maybe? Also its a little hard to tell, but it looks like on your floaters you're missing the edge loop on the edge that is planar to the surface, which will give you a soft intersection.
Wow awesome concept as well , reminds me of the Crysis aliens a bit , with those floaters , Anyway I always asked myself when you make an interior , you make one single block of the room or it is a splitted thing into small pieces each perfectly matching edges?
Agreed, high poly is fucking beautiful (I'd be interested to see wires as I'm not 100% sure what parts are floaters or not, some stuff might've been faster/easier to do in ndo?), keen to see your low poly and bakes though. Keep up the awesome work!
Very WIPPY Most details are subject to change. Blade swirl is a displacement map and blade fuller details are floaters. I haven't quite found the grip shape I want. It's a bit too round as is, which is good for comfort, but in this case not so good for aesthetics IMO.
Lots of issues with edge flow, you have some hard creased areas in place you want smooth. I suggest using the divet under the door handle as a floater. Same with other details, that way your actual door can maintain a smooth meshflow.
im not a big fan of the design but the modeling looks pretty solid. only part bugging me is the butt of the gun. looks like that entire piece should be uniform with the top where the rails are. some of the holes youve got in the grip you may want to do as floaters.