I just added the Laser and the magazin! so thats it for the High poly :) so i will do one more pass on everything to add floaters etc. that i might have missed and than im going straight to lowpoly :) im hyped :D took my 36 hours so far to get to this point!
Stevston89 - Now I'm with you. The screws were from a single floater and as billymcguffin rightly pointed out they were copy pasted, and rotated in PS. I know some of their normals aren't right I just hoped no one would notice, well spotted though you've both got a killer eye for details :)
[F12] brings up the transform type in floater which lets you adjust the position with spinners or numeric input. Although the same is available as well at the bottom of the max interface. Obviously one could write a script as well that lets you offset or keyboard style move objects around, but the question is if its worth…
Floaters work nice when you don't see the seams of the two different geometries (when looking from a top facing angle). So yes, they are ok. Something that won't work ok with this HP model are the edges. When you're going to bake a normal map out of this they will not be / will be barely visible. Make those softer ;)
They use mostly proprietary tools for modeling and animation. But yeah, Maya is their framework that they base it all around. I've got a bunch of friends there. Looks pretty funny. I always thought Aardman swore he wouldn't do it. I liked the 'floater' scene but let's hope it's not a case of all the best moments crammed…
First time I hear about the pixel overlap on floating geo, which is good to know. I'd say that You can start with floaties, and if that becomes and issue, you can just boolean the floater in (the frame of the window into the window sill) and quickly have the same effect, albeit your UVs will likely need some work.
OH, thank you very much :) It's really helpful thread, and I found tutorial about how this things works, with commentary, so i left it here. https://www.youtube.com/watch?v=tvo5QcMs4uc https://www.youtube.com/watch?v=66IGMnPgEW0 #decals #star #citizen #tutorial #floaters #hard #surface #you #tube #unreal #engine
I think the best course of action would be to go to a music store and take a look yourself and shoot a few photos. I think I'd model out the screws and wouldn't use floaters. It's one model that's used a lot, here and in potential future projects, and you won't have any worries about AO etc.
i don't really understand your adversion of this. When tesselation becomes ubiquitous we'll bake heightmaps for every asset anyway, and the issues with floaters (brush tool in photoshop?)/uv seam differences(just add padding?) apply for tesselation too. Could you guys just spell out the drawbacks you see with this for me?
Your high poly does not need to be one contiguous mesh. You can have everything separated as much as you’d like as long as it looks good and bakes well. Overwatch weapons use "floater meshes" to prep a bake in of certain details that would take too long to model contiguously, like bolt holes or indents.