Hey polycount , I decided to join the community prop challenge hosted by Dinusty. The task was to recreate a prop console which was made for the last fallout game. Concept was provided by Ilya Nazarov. I tried to stick to the concept as close as possible. This is my last progress so far. The Model was created in Modo. For…
I usually make a copy of my lowrez and zip it. http://www.exoshift.org/concepts/drone_wip03_front_wire.jpg With something like that,its pretty defined for a low. Chamfer edges to have a nice flow and basic finish and just forget about the lowpoly for now, because the baking will 98% fit your insets and bevels. You can also…
The gradients are there to account for the smoothing of the lowpoly mesh. It looks like your mesh normals on the lowpoly are pretty extreme, so that shows up in your normal map. You can add hard edges at your uv splits and that should help. Just make sure you're baking with a cage so you don't get gaps in the projection.…
Bump and changes done: Deeper recesses, changes to thickness, smoothing group tweaks and trying to clean up the mesh so bakes won't look terrible. I've decided to go for a First Person Weapon level of detail on this, so I guess 3k tris for the lowpoly isn't overkill? I'll try and go as low as possible, only thing I know…
Thanks for the comment [email="Por@szek!"]Por@szek![/email] like you said the lowpoly needs to be lowered down *thanks for the pic again polyhertz*so i worked with that this week and i also made a highpoly out of it now, here are some pics. Next step is more lowpoly optimizing and uv mapping->normal mapping->textures.…
Thanks for the encouragement, its appreciated. Recovering from the typical New Year drinking has slowed me down so before finishing of the thread Im going drop in a general tips list for doing this stuff. Tips 1. Dont forget its not really Hi poly work, its generous lowpoly work that uses hi poly assets to render out…
The textures look super rushed, looks as if you just baked the AO put a colour and called it done from what you've shown. To make a lowpoly model shine you really need to pimp out the textures to the max to hide the lower res geometry. I'd head back to the textures and work up details, grunge, scratches, materials and…
You have way too much fine detail modeled into your lowpoly. All the trim, those little buttons etc, let the normal map do its job and represent fine detail. This will make a more efficient asset that is much easier to bake, and will look as good/better(less chance of smoothing errors). It will also result in a uv layout…
I'm still thinking about the most effiecient way to do it. I could use brute force and just model the lowpoly from the scratch, but I am pretty sure there has to be a better way. So far I've been thinking about decimating the highpoly mesh and importing it into 3dsmax. Then, I would attach all the bricks, select the faces…
When I first started, it seemed easier for me to block out a lowpoly and then attempt to build the highpoly source to fit it. This really is not the case. Do your highpoly work / sculpting work first, then retopo or construct the low around the high. For hardsurface work, loops can sometimes be removed from the high to…