Yo. Making this sci fi rifle. I think the concept is by an artist named Kris Thaler for rmory studios: I've almost finished the high poly I think. There's some littler floater details I have to make, and I think for some parts, such as the cuts in the panels, that I'm going to use ndo. HP shots in toolbag.
1) 2) No, you don't need to. 3) You could do 10 UDIMs, but at the zooms you're shooting at, how much bang for your buck are you really getting? 4) Depending on the optimization level for this, yes you could have used more floaters or done stuff in normal-painting. 5)
I would assume its the floaters that put in allot of tris so if you want to bake them only you would save allot. And i would probably also remove some of the small extrusions on the barrels since that would most likely not even be seen by the player. The hp looks really nice. :)
looks great! reminds me of this one: http://www.polycount.com/forum/showthread.php?t=93856 maybe you should take another look at your barrel there. you could probably do the opening as a floater (with less sides then you have at the moment) and loose many of those tris on the top side of the barrel itself...
Finished of the high res mesh (with floaters) and texture pass for Trim Sheet A. This is at a good first pass stage so next stream I'll work up Trim B and adjust the UVs on the meshes to better fit them. Once done, it shouldn't be too long before we get all the pieces made and populate the level with them!
Ah I thought you were referring to bake issues, well, I don't think a micro bevel there will make much difference in the silhouette, as the highpoly doesn't have a large bevel in that area. Though she may need to add some supporting geometry on the back to avoid skewing issues with the floaters, and a bevel there will help…
I decided to challenge myself by modeling out the seams, and did a bunch of test widths to get the look I wanted down before I actually cut the geometry in. Had I not liked the result I would have to go back and do it over, which is why floaters or nDo would have been a better choice.
Working from another of Simon Stalenhag's amazing concepts, another prop that is going to be really gooey and nasty! Hard Surface modelling is still a bit of a challenge when I want every bit to be smooth and perfect, but this is the HP for the hard surface with floaters (hehehehe) and most of the information will be baked…
Well, you're trying to model it one piece, which I wouldnt if I was you. It's going to cause you those nightmares that can be easily avoided if you consider modeling it like a real junkboat: made of a lot of different pieces, stitched/sewed together. Also make a good use of floaters on this if this is going to be baked…
Thanks. I'll be retexturing using the traditional methods first, until I get good results, and then I'll start to incorporate dDo. I'll still be using nDo however, as that's really helpful for floater meshes. I actually started to texture an earlier version of this model using traditional methods, but then I had to go back…