|
Great stuff.
|
, triangle,
395 Posts,
Join Date Sep 2008,
Location Los Angeles, CA
|
Oniram, Erik, Earthquake : Massive thanks for the feedback. It's definately set me thinking. I'm going to take another pass at the low. I know perhaps its not essential but it seems the right thing to do.
frell, adprince0418 many thanks glad you like it 
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
|
Have you though about what size texture you plan on using? I'm curious how other artists judge what size they should use for their models.
|
, polycounter,
856 Posts,
Join Date May 2011,
Location Fort Wayne, IN
|
I was planning on using a 2k sheet. probably a little high but its a personal piece so I don't care too much.
generally you don't get to make the choice, your given a spec and you squeeze the most you can from it. if you want a guide take a look at an existing title and see what they used.
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
|
Nice work look forward to seeing this textured up.
|
, line,
77 Posts,
Join Date Sep 2008,
|
If this is a FPV weapon, 2k is about right. For brink the guns were 1x2k, + 2-4 extra 512's depending on customization. 2k is fairly common for a PC game, console would probably be 1K.
|
, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
|
also don't forget: you can always scale down, but never scale up.
|
, polycounter,
1,096 Posts,
Join Date Jun 2008,
Location the slums of shaolin
|
I'm curious, how do you build a lowpoly for that? What I mean is, is that just a single contiguous mesh built with some retopo tool or do you just build a bunch of floating pieces that are just arranged together? Or perhaps a little of both?
|
, polycounter,
1,227 Posts,
Join Date Jan 2011,
|
Quote:
Originally Posted by greevar
I'm curious, how do you build a lowpoly for that? What I mean is, is that just a single contiguous mesh built with some retopo tool or do you just build a bunch of floating pieces that are just arranged together? Or perhaps a little of both?
|
with the exception of a few small bits is a contiguous mesh derived from the high poly, basically i stripped the support loops from the HP and collapsed un needed edges. the Graphite optimise tool is great for this.
(The few small bits being the barrels, and the front grip.
There are also a couple of little floaters that need integrating, which im doing.)
like EQ said, 1 contiguous mesh means no overlapping geo which means less wasted uv space.
Last edited by r_fletch_r; 08-20-2011 at 04:22 PM..
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
|
r_fletch_r really nice model dude. It's coming along great. The bake is looking nice too. It will be very interesting to see the textures you put on this bad boy.
Right now I'm trying to do a high-poly of the M7 Assault Rifle. I was wondering how you get those clean lines or fine details in your high poly. Example areas below, sorry I blasted your piece with red squares, heh. (If you have time of course to explain, when a chance occurs, thanks!)

|
, triangle,
276 Posts,
Join Date Jan 2011,
Location Vancouver, Canada
|
There isn't really any secret to it. Its really just down to how you break down the shapes. once you model the individual elements you get the seams naturally.
What I would consider important when approaching something like this breaking it down into its basic 'physical' parts, never model 2 separate parts as the same mesh if they are not 'physically' connected. The reason being is that when your sub-D modelling its best to keep the individual form's topology separate, this way you only every have to think of the local topology and not worry about how new loops effect the model as a whole.
Its also essential to block first, that way you allways have a base to work to.
pics: (edit- for some reason photobucket compressed them to death  )
the blockout is just a load of spline shapes with booleans cut from em. horrid topology but it lets me get the shape right before even thinking about topology
Last edited by r_fletch_r; 08-20-2011 at 04:52 PM..
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
|
Nice Gun. If you had showed me the lowpoly without any wireframes and said it was HP I'd totally believe it..
But all that talk about your avatar... makes me wonder what it actually was..
|
, triangle,
320 Posts,
Join Date Dec 2007,
Location The Hague, Netherlands
|
Quote:
Originally Posted by bb0x
Nice Gun. If you had showed me the lowpoly without any wireframes and said it was HP I'd totally believe it..
But all that talk about your avatar... makes me wonder what it actually was..
|
It was a photoshopped version of a guys face who was stealing folks art.
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
|
awesome high poly, such a clean bake on the low, the handle's topo could use a bit more work. cant wait for the textured version. keep it up!
|
, polygon,
650 Posts,
Join Date Feb 2008,
Location Greater Los Angeles Area
|
Show the FPV, damnit.
|
, dedicated polycounter,
1,440 Posts,
Join Date May 2011,
Location Minnesota, USA
|
very nice! You have inspired me to start my Mass Effect weapon I've been meaning to make. Looking forward to textures.
|
, null,
15 Posts,
Join Date Apr 2011,
Location Chicago
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|