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#1 (permalink) |
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Super-mega-awesome artist
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AS-50 Rifle
For which Engine - No idea
Current Polycount - 8,893 Max Polycount - ~10,000 Texture Size - Probably 2048X2048 total Description of background information on piece - An AS-50 rifle, with rifle sights instead of a sniper scope (looks cooler, I think). Where are you looking to receive criticism - Anywhere. _________________________________________________ ![]() ![]() |
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#2 (permalink) |
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Artist
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it look awesome i like it allot but 8000poly count is high... all the detail could of been normal mapped and textured.... look at ur reference picture and determine what is going to be texture and what is going to be geometry is a good way to start...but overall good modeling i like it allot
Thank You, Aldin Bilalovic |
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#5 (permalink) |
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Artist
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well normal maps are used for almost every video game now on the next gen... if this is for a game i don't think it is... because a character is not even that high unless its a boxing game where you are only going to see the character up close...... u should try normal mapping... some of the detail u modeled like the little bevel and some of the small things you extrude in you will and can get the same result with a normal map and it would look the same .... i am just saying i am not trying to diss ur art work and ur work flow because it looks amazing...
Last edited by Aldin Bilalovic; 06-27-2008 at 11:40 AM. |
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#6 (permalink) |
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Senior Artist
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Aldin, UT3 weapons do have polys over 10000 so 8000 isnt as bad as it sounds,
DaveW while I understand you dont want to sacrifice details nomrals can be put to really good use like for example the groves in the ammo clip can be normaled mapped and look just as good, along with the nuts and bolts and other indents. Even if you dont completely get rid of the part of the model like for example the safetly switch, make a high poly safetly switch and then use that one on your model for the low poly and the normals will smooth the edges out and make it look much better. Really I think that normal maps are a powerful tool in the game artists arsenal and not to use them would limit yourself. good luck and btw I like the model chris |
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#7 (permalink) |
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Senior Artist
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Well learn to love them. And you should, it's a very powerful technology. I agree you shouldn't sacrifice detail that should be modeled in just because you can fake it a bit with normals. And with First Person weapons, normals are going to be a little less effective for the most part (because you are looking almost completely down the side of the gun). However, make yourself a nice high poly model, and bake it onto the low poly and you'll have yourself a lot of nice little subtle details (such as little to no hard edges) that will go a long way. Even if you keep all of the geometry you have for your low poly right now, and just make a matching high poly, adding some grooves and small details here and there, I think it would look like a million bucks. Normal maps can really go a long way. You just have to pick & choose where you want to substitute geometry for normal maps.
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Josh Powers |
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#8 (permalink) | |
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Super-mega-awesome artist
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Quote:
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#10 (permalink) |
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Super-mega-awesome artist
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Of course, I will apply a normal map to it to help define the materials and text indents on it. I'm just not going to rely on it replacing actual detail modelled on or bother making a high poly version just to have some slightly smooth edges.
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