Ah, warhammer...the good ol' days. Never played the games; I took enough pleasure in just collecting the odd model and painting it. Anyway, on to your model (your most recent post). At first glance, the geometry looks pretty clean; polys look like they have a pleasant, even distribution. Only two things come into my mind:…
Are you leveraging a guide/tutorial or essentially an eyeballing free form modeling approach? And even if this object was to be rendered off-line, there are way to many redundant edge loops, effectively contributing too an unnecessarily high density geometry on top of a grid topology, as well. That at a glance will throw a…
i think you have a pretty good blockout, however the forms are quite lumpy but do not worry it's very common for starting zbrush users! what i would suggest for the face is to start geometric and planar then smooth out the hard edges after. the same would apply to the clothing as well, balance the hard edges vs soft edges.…
That's the result I'd expect in your normal map, looking at the low and high. The high's edges are much too sharp, and the "in and out" angles of the grip are much too steep to show up well on the normal map. Edit: Here's an example You can't expect the normal map to do all the heavy lifting. It's only a 2d texture. You…
Thanks Shrike ill see if I can remove that slideshow effect and make my name pop. Odd it loads a low res image and not the right one, it loads the right one for me and a high res after a seconf or two. Thanks for the edges comment ill try keep consistent on my current project. My attempt was to have the jigsaw laying on a…
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate…
Okay, nice concept to go off of. It sounds like you are trying to deviate from the concept and make it your own? I feel like you will definitely need an area where the free-hand (not on trigger), can support the weight of this gun. In you concept, it looks like they have that-and it serves as a handle and some type of a…
Also your low poly mesh could be heavily optimized, you don't need another row of loops on every inset if you want to bake a normal map. With that much geometry, you don't even need to bake a normal map, keep everything one smoothing group and with support loops the edges will hold their bevel. You can remove all support…
While I can't be 100% certain how you created those rock textures, I can say that I've achieved similar results using the Glowing Edges filter on my normal map in Photoshop to get those edge highlights. One thing I found to be a problem using that method was that I'd get highlights in the crevices as well as the bits that…
I'm unfamiliar with Maya and that tutorial. So, grain of salt and all that. Are you talking about NURMS or NURBS? As Ark mentioned, NURMS are essentially Turbosmooth in Max (I'm 99% certain Maya has an equivalent to turbosmooth). NURBS on the other hand are all about Splines defining edges and flow of a surface. I assume…