Hi, recently I've been using smooth proxy modeling in Maya to create all my high resolution models, this technique works great for organic models like people, after doing two non organic models, both realistic guns, I have found that smooth modeling does not lend itself well to objects with hard edges. The realistic guns…
StrangeFate, that helps me out quite a bit, I think I might investigate using some hard surfaces with bevels to eliviate my modeling pain. I guess I just wanted to keep the whole model smooth proxy for consistancy but in the end it is the final result that matters and nothing else. Also thanks for the info on the gun…
Looking good Malcolm. I used to keep a library with details, but by now it takes me less time to model them than to open the library file and grab the detail. What i do look for is reusability of complex or neat parts/chunks of a model. Things that stand well on their own and can be integrated in other models.
I model in modo and render and bake normalmaps in LW. Even if i did everything in 1 app, i'd still want to keep my models correctly readable in other apps, just in case. Personal paranohia i guess.
Yeah I was just wondering about my speed and if I was heading in the right direction for high res models in Maya. Looks like we are all using similar techniques, so I will continue with my current workflow for non organic high res models.
Strangefate is making a point with non-subD meshes. It can give the model a sharper/sleeker look, avoiding the annoying smooth feel that meshsmoothed objects tend to have sometimes. Edgeweighting can help you in some areas, but as Daz pointed it you can't make a full model with just them I guess. However in Max you can use…
Like you guys mentioned the only way I have been able to add detail to a cylindrical part of the model is to add the edge loops where I need them and use the original model as a guide and move the verts around until the object is cylindrical again. Here is the ps2 controller I made. It is 100% seamless, but it was quite a…
Hmm our weapons modeler takes around a week for a hipoly gun i think, depending of its complexity. It's the same guy that did the UT series guns. I'm guessing UT2k7 guns take about the same since it's pretty much the same stuff we're doing. As for hipoly topology, there's quite a few ways to approach things, mostly…