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Old 20-06-2009, 09:18 AM   #1 (permalink)
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Spas 12

For which Engine - Unreal Engine 3
Current Polycount - N/A
Max Polycount - 8-10k
Texture Size - 2048x2048
Description of background information on piece - I'm wanting to improve my high poly modeling skills, and texture skills. I picked the spas12 because there are lots of other models of it around the internet, so when I'm done I can compare mine to them to see what I did better or worse.
Where are you looking to receive criticism - Wherever improvements can be made.
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This is where I'm at for the high poly so far.
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File Type: jpg wip2.jpg (257.4 KB, 12 views)
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Old 20-06-2009, 03:49 PM   #2 (permalink)
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I've got the shape of the handle down, now what I need some help with is getting the small groves in it without messing up its shape.



Any ideas? I would try boolean, but it would mess up my mesh, and it wouldn't smooth.
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Old 20-06-2009, 04:09 PM   #3 (permalink)
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Looks really good man! As for the handle, you could try creating the grooves by creating some edges where the groves should be, chamfer those till they are of correct size and use bevel to dent them in, eventually use chamfer again to get it smooth, you might end up with a lot of triangles in one area that way though, but spreading them out properly shouldn't be an issue
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Old 20-06-2009, 04:12 PM   #4 (permalink)
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I take it most of the detail will be normal mapped on so try creating that geometry as a floater.

http://www.aaronjclifford.com/images...l_tutorial.jpg
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Old 20-06-2009, 06:20 PM   #5 (permalink)
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Quote:
Originally Posted by Taxi View Post
Looks really good man! As for the handle, you could try creating the grooves by creating some edges where the groves should be, chamfer those till they are of correct size and use bevel to dent them in, eventually use chamfer again to get it smooth, you might end up with a lot of triangles in one area that way though, but spreading them out properly shouldn't be an issue
That's what I was going to do, but it would mess up the shape of my grip with the extra loops.

Quote:
Originally Posted by Surfa View Post
I take it most of the detail will be normal mapped on so try creating that geometry as a floater.

http://www.aaronjclifford.com/images...l_tutorial.jpg
I didn't know you could do that, thanks for the link.
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Old 21-06-2009, 12:47 PM   #6 (permalink)
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Hey, for something fairly simple as these indents you should do it the way Taxi explained, to make sure the AO bakes out correctly.. Floaters can cause some false shadows on the AO map..
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Old 22-06-2009, 09:49 PM   #7 (permalink)
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Bit of an update:




All that's left to do on the high poly is the stock, and some details around the gun. The floating geometry worked awesomely!
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Old 22-06-2009, 10:11 PM   #8 (permalink)
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Looking very nice, should make a mean normal map .
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Old 23-06-2009, 06:59 PM   #9 (permalink)
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I think I'm done the High poly, I'm amazed how well it turned out. I'm planning on starting the low poly tomorrow.




Any comments welcome
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Old 23-06-2009, 07:33 PM   #10 (permalink)
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That has turned out pretty damn nice. How are you gonna make the low poly? from scratch or clone this and remove edges?
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