You did very well. As a Highpoly piece, it is great. If you intend to get a clean bake from it, a lot of your edges are too sharp, to get a nice normal result. But i really like the modelled in details
It looks nice, great start, but why do you need the edges in red, and why did nobody say that your ground mesh is waaay to highpoly! You can probably do that better with unreal terrain or something :)
Use whatever you find easy...Thats always depends on the person...If you are familiar with traditional polygonal modeling, and you find it easy, then do that. If you find making highpoly easier, then do that. Its up to you.
Ok, well, it's the same mistake I've made my first tries. The highpoly version has waaaay to sharp edges. That won't show up on the normalmap, so you'll have to fix that. Take a look at this example by Racer445
Thanks Mr. Craft :) Got the highpoly done. Now getting to work on the low poly before I move on to a helmet. Just need to figure out an efficient and procedural way of handling the patterning I want for the hilt
I would fix up your high poly and rebake. Your edges on your highpoly are way too sharp. They need to be beveled and rounded to give more information for the bake to pick up. Here is an image to explain:
Another update! WIP of an Elder Titan weapon I'm making with Alextz91 again! ^^ It's a Fist-like wep!. And a highpoly turntable gif! A Handle should be at the back soon, just too lazy to add it in zbrush for today! XD
Thx guys for the Tutorials :thumbup: Next update .... I made more details, because I like the screws and this looks more Epic :D I think, the highpoly is done. Next step will be the lowpoly and texture work.
You could do this by having the lower mips of the normal map baked from the softer model and the base normal baked from a tighter highpoly.... but that's an incredible amount of effort to go to for something that will go unnoticed by 99.9% of players.
Doom3 still uses a editor very similar to q3Radiant. Just the lights can be editied in realtime now. But you are right, the overall use of mapmodels has increased, and lots of the textures need a highpoly model as a base for the normalmaps.