Author : afisher


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Dini's Avatar
Old (#1)
Hi everyone, first time poster here. I'm working on this model for a class of mine. The model is based off some concept art I found on the Stargate Worlds website. I've never really modeled anything quite this complex before so any advice anyone can give me on ways to do it better or things I need to fix would be helpful. I have the start of a normal map on it that was projected from a higher poly model. It still needs a lot of tweaking but I wanted to include it to give an idea of some of the areas that I plan to add that kind of detail to.

Original Concept:


Front:


Back:
Offline , null, 2 Posts, Join Date Sep 2008, Location Long Beach, CA  
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Autocon's Avatar
Old (#2)
Looking pretty good so far. Would be nice to know what your max and current polycount is.

Here are my crits.

The gun looks too small compared to the concept.

The head visor thing has a much more rounded curve on the bottom side where yours is a lot flater. Should add an edge loop or two there to give it a little more definiton.

The bottom jaw visor thing looks to big and should be scaled down a bit. In the concept you can see its as far forward as the top visor but its smaller and pushed father out by those two pipes connecting it to the main body.

The bottom fin is to small. Or atleast the part that connects the body is. The rest of it looks good but the part that is connecting to the body is just way to small on your model compaired to the concept.


Liking where this is going and the normals you did are great, just fix those few things and it will really start to look awsome.
Offline , card carrying polycounter, 2,054 Posts, Join Date Jun 2008, Location Santa Monica, CA Send a message via AIM to Autocon Send a message via MSN to Autocon  
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SHEPEIRO's Avatar
Old (#3)
nice little design, id suggest revisting both your hp and your low.
the hp doesnt have the detail the concept does, theres loads of little panelling etc that youve missed out.
your low poly cage is suffering from too many 90 degree angles, delete some of the un-needed loops there are quite a few and add bevels(chamfers) where neded, also id be really tempted to fill up more of the interior space with deatil, this would allow a simpler shape which would be much better for- texture density, poly count and normal baking
Offline , veteran polycounter, 3,428 Posts, Join Date May 2006, Location edinburgh  
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Dini's Avatar
Old (#4)
Thanks for the critiques, I'm currently working on adding more detail to my high poly model and resizing some of the pieces and such. I'll post an update once it's done.
Offline , null, 2 Posts, Join Date Sep 2008, Location Long Beach, CA  
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