Halo 4 Battle Rifle WIP
OLD Pics, if you interested in seeing more, I post a blog style thread on Polycount.com for this BR.
Click links to expand (Warning: Huge)
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Halo 4 Battle Rifle WIP
OLD Pics, if you interested in seeing more, I post a blog style thread on Polycount.com for this BR.
Click links to expand (Warning: Huge)
Expand
Expand
Expand
Expand
Last edited by Computron; April 15th, 2012 at 09:20 PM.
It's a subdivision surface model, it's topology does not matter as long as the surface is smooth and free of artifacts. You wouldn't put this model in any game, it's over 3 million polygons. I am going to bake a normals map from it though after I make a low poly model, maybe let the community use it.
As for the innacuracies, can you name a few you see specifically? It's hard to make a good model when you don't get any accurate modeling sheets, or even a good 360 degree view. I could only go off of a few press shots and some video frames from the vidoc.
Last edited by Computron; April 1st, 2012 at 10:41 PM.
Lol
You must be new here so I'll go easy on you. Yes. I'm quite aware of how a high poly model works. Are you aware of how baking normals and making a low poly works? Here's my Halo 4 Battle Rifle:
From what I can see on my phone. Your grip has some major awkward shapes to it. Your scope doesn't follow the design very well at all. Your stock has some seriously odd shapes as compared to the original and is over all far too fat. Your bolt is far too small. How do you expect anyone to be able to pull that back? Your ammo counter is too square. Those are just a few to start.
There are a lot of renders of the H4 BR out there. Google is your friend. Also it may come as a shock. But it does matter how you have the pollys set up on the model. Subdivided or not. It's much easier to work with a mesh if you keep things clean. No one wants to see a messy wire frame. And there's certainly no point in wasting time doing it the wrong way.
BobII puts it exactly right. Topology DOES matter, especially when it comes down to normals and (correct me if I'm wrong, still learning) creating a nice Unwrap. As BobII said too, you have a lot of wrong proportions. It's not a bad model per say, but it's not that accurate for what you're referencing.
@Mech, @Amit, Thanks for the kind words.
@DarkHalo, If you are making a High Poly for a normals map, you are most likely not going to unwrap it. Only the low poly model gets unwrapped. As mech said, there is nothing wrong with the wireframe.
On a side note, Even most movie assets that are kept at that density these days don't get unwrapped most of the time, but rather projected and blended UVs.
As for topology, N-Gons are a tool, not an exception to some fictional 'strictly quads only' rule. The low poly needs more stringent topology considerations, that's true.
Yes I am, and if you don't mind, I would like to offer some crits on your model.
You didn't mention whether your goal was to bake a normals map from your model, but in it's current state I wouldn't recommend it, as your edges are way too thin.
They will show up as only a few pixels in width even on the highest resolution textures, and will become pixel soup at any stage lower in the mip-chain. In general, thicker edges also just read better in CG.
Here is an in depth explanation.
Also, some of the shapes on your barrel and on various bevels throughout your model would be better suited for normals if they contained less right angles.
Explanation
There are certain features which I decided to exaggerate for the sake of making a more intersting model. The goal wasn't to completely recreate the BR.
As for propotortions, thank you for the crits, some of the proportions on my model (a WIP, BTW) do come off as awkward. I am still working on the stock. (I am close to finishing my High Poly model)
Here is a better look at the Grip from an earlier stage of the model:
There is no need to be condescending.
For this model, I am practicing modeling without the use of floaters, and as such, the topology will be messy, but the model is more accurate as a result, I will get less projection skewing and the AO will bake more accurately. In the end, no one will see the topology, especially through the bake on a low poly.
Last edited by Computron; March 31st, 2012 at 02:29 PM.
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