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Thanks guys!
showNomercy: I think 15 hours max, including the gun. Workflow for this was straightforward: model the bug going from by sloppy sketch. Then I created the diffuse using some techniques to keep style consistent, keeping the diffuse more suggestive than overly detailed. After that I did the normal with some pre-made normal details (Masakari here on GA taught me this in a tutorial), nVidia filter and Filterforge. No time for baking anything. Specular was just desaturating all layers and the usual adjusting.
For the gun I modelled the lowpoly first from a sideview I found somewhere online. Then I unwrapped it. Duplicated the mesh, and exploded all subobjects by moving them in subobject mode (to prevent normals intersecting when baking). Duplicated that exploded mesh again, and used a lot of chamfering and connect to create a highpoly smoothed version, which I then baked into the exploded lowpoly. The normalmap then got applied to the original non exploded mesh. I find this method works really fast. Then I added some details to the normalmap and created and diffuse and spec (not too much work in those)
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