| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#23 (permalink) |
|
New Member
![]() 51
- 8
|
I modeled pretty much every edge and angle with a close loop on each side. In these renders, I just smoothed the normals, and you can't tell from a distance. For the bake, I'll run a couple smooth operations so they are perfectly smooth for the normal map.
|
|
|
|
|
|
#25 (permalink) |
|
New Member
![]() 51
- 8
|
Finished the low poly and temporary uvs. It clocks it at 18k tris, which is pretty expensive, but most of that is due to the design, so I'm willing to live with it. One of the most expensive areas was the perforated barrels, but I felt it was important enough to have modeled holes because the high poly bake looked awesome on it and it really helped define the look of the model.
Next step is uv layout, mudbox sculpted details, and the high poly bake. I haven't nailed down the texture size yet, I'm hoping to get it all onto a 2k. It has a lot of unique shells that can't be overlapped, but it also has a lot of pieces that are duplicated around the model, so I'm hoping it will work out pretty well. ![]() ![]() ![]() ![]() |
|
|
|
|
|
#28 (permalink) |
|
New Member
![]() 51
- 8
|
Almost finished with the textures. I've got it almost to where I want it, but theres still some small stuff left to do, and a couple areas I'm not 100% happy with. I wanted to get some critiques before I did the final polish pass, so any and all feedback is appreciated.
Only significant thing that is left out is that I'll probably do either a fake environment texture, or an environment shader for the telescope lens. Anything else is fair game. This is rendered using Marmoset. ![]() ![]() |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |