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Old 21-09-2009, 04:13 AM   #1 (permalink)
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GAMC #3 - Scrawld

Thought i'd give this one a shot.

This is the high-res model as it stands at the moment. Currently working on the low res model. I'm still not sure whether to add more detail now, or just wait and add it to the normal map later in PS. Does anyone have any suggestions?


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Old 21-09-2009, 06:09 AM   #2 (permalink)
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I generally find it more efficient to add details like body panel lines in Photoshop and many would agree.

I think you may find it challenging to translate that fancy tapering bevel on top of the engine on to the low-poly version in an elegant way. It will really depend on how you tackle the low res mesh though.

You also appear to have some lumps in the middle of the fuselage which will not look great in the normal map. (Apart from those extruding slightly outwards to meet the wings.) You could try reducing the density of your base cage which would be an easier, although probably not complete, solution for smoothing the area than just tweaking alone. Would be best to do both.
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Old 21-09-2009, 10:16 AM   #3 (permalink)
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Looking like a good start. Bit of an error where the engine meets the fuselage. There's some pinching and such, there.
I'd cut the body panels into the high res mesh tbh, it's more fun that way, good practice (depends if you care about that or just want to be more efficient and fast and whatnot) and you get truer normals and AO.

Around the bottom jet thingy the fuselage's shape is a little wobbly there, I'd recommend rounding that out some more.
Try to keep your basemesh as clean and simple as possible, avoid cutting in supporting edges and detail when they can be added later, this will make it a lot easier for you to cut in panelling if you choose to do so.

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Old 21-09-2009, 02:25 PM   #4 (permalink)
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Hey, thanks for the comments guys. I think i might end up using a mix of both ways and see what turns out best.

I'll try smoothing out the fuselage and remove any bulges and pinching. Unfortunately I smoothed out the mesh for the fuselage, so the only the way to edit it is to use smooth select or average the vertices, which isn't really practical. I think I might have to smooth out any major problems out in Photoshop. hate to sound like i'm giving excuses .

Kinetichaze - the fancy bevel doesn't seem to be much of a prob when the normals are baked, but I'll post an image later once the UVs are finalised so you can judge.

Pankake - I see what you mean by the wobbeling, I'll smooth that out. Thanks for the welcome ¦]

thanks again.
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Old 21-09-2009, 03:32 PM   #5 (permalink)
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Daaaamn, you froze the subD? I don't even do that when I've finished the model! Always stays in subD, for me :P.
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Old 21-09-2009, 05:27 PM   #6 (permalink)
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agreed to kinetic haze.. that's what I do..about surface details on hard surface models... OR (its important and I prefer this)
>>>you can model hires geometry for certain details separately. that is, not on top of your main model.
>>>bake those geometric details on a simple geometry like plane etc, in 3dsmax or whatever native application you use.
>>> Bring those individual normal maps of these bits and pieces in PS and put them on top of you Normal map comp. you can use an overlay layer mode if you want.
>>> thats for main geometric details. for paneling etc, just use photoshop that's the easier and better way.
good luck mate
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Old 21-09-2009, 05:54 PM   #7 (permalink)
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Quote:
Originally Posted by Pankake View Post
Daaaamn, you froze the subD? I don't even do that when I've finished the model! Always stays in subD, for me :P.

ha, neither do I.. usually. Unfortunately I kind of hit ctrl+s out of force of habit, it can be a blessing and a curse. Ah well, learn the hard way I guess :P.

Quote:
Originally Posted by taemoor View Post
agreed to kinetic haze.. that's what I do..about surface details on hard surface models... OR (its important and I prefer this)
>>>you can model hires geometry for certain details separately. that is, not on top of your main model.
>>>bake those geometric details on a simple geometry like plane etc, in 3dsmax or whatever native application you use.
>>> Bring those individual normal maps of these bits and pieces in PS and put them on top of you Normal map comp. you can use an overlay layer mode if you want.
>>> thats for main geometric details. for paneling etc, just use photoshop that's the easier and better way.
good luck mate
I never honestly thought of doing it that way, thanks for the tip. Could make quite a decent library of normal map detail doing it that way, I'll be sure to give it a go.
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Old 21-09-2009, 06:40 PM   #8 (permalink)
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You are welcome mate... I would love to see some of your best picks from your library, in future. Good Luck.
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Old 27-09-2009, 07:03 AM   #9 (permalink)
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I'm afraid I'm not gonna make it to the end of this one. Had a few problems and decided to spend a while practicing subdiv modeling, so now I've started from scratch. I'll probably complete it, but not in time for the deadline.

Good luck to everyone! looks like there are some great submissions already.
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