Right now, there's an obvious and harsh edge around the dirt/leaf pile. Perhaps losing that edge by adding some additional dirt/leaves on an alpha plane might do the trick. Otherwise, looks great! As Sparkwire mentioned earlier, you pretty much nailed the concept.
If your going to make a low poly of this (that is the plan right?), you should edge clamp those edges so that they are not razor sharp when they come out in the baking process. edit: wait, are the AO renders the same as the wire renders, or did you put a mesh smooth on it?
I looked at the file and notice you have separate smoothing groups on the outer edge but it isn't split in the UV's. Split your UV's where two different smoothing groups meet (aka on the hard edges) and give it a few extra pixels after you split.
I'm about to embark on making a mini mod and wanted to ask a couple of questions. I've been reading at:- http://udn.epicgames.com/Two/WebHome I've not found a great amount of information I can use at the moment. I want to achieve the following: - An operatable telescope / turret, doesn't have to fire simply turn and zoom.…
An ok fan. The material doesn't have too much character though imo, especially outside of the actual fan and grill. You can try to add some slight dirt/rust and make some edges a little duller. You might also try to bevel the sharp edges more.
Thanks lotet! Yeah its all box modeling but i use Turbosmooth Pro with edge crease instead of control edges. That way I can use the same model for both high poly and low poly with minimum tweaking. Also it makes it a lot easier to modify the mesh :-)
Hey looks pretty cool so far! Maybe detail the edges of the bands that go around the body different than the edges of the hammer parts to make the different parts stand out. Post the 3D prints or foam piece if you get around to doing it, it'd be cool to see.
Yeah, just make the high-res model go beyond the edges on U, so it makes a tiled texture when baked. Then your pieces can be UV'd to tile. Also you don't need so many round edges for a trim piece, unless your player is a mouse.
New update, liking the updates everybody is posting. Keep it up. Did a test shot to check it out so far. @lloydj14 I think you got to many edges running close to each other in your main body of the generator which is causing some hard edges
Thanks for the help guys, much appreciated, interesting tut and magazine Eric and bugo! For Trebor - so you're saying that your edges and armor piece are two separate meshes until you retopo? You're making a spline from the edges and creating 3d geometry from it? Thanks for the replies!