I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
This is the current lowpoly of the rifle. It's at 4480 polys without the ejection port on the other side. I got to add that yet. This model will end up being well under 7k, which is good enough.
Almost done here with the unwraps.
They are different size UVs, because I didn't get to arrange a single layout for the whole gun yet. However, Retopology and Unwrapping for an entire rifle in one day seems rapid to me; even though I could salvage a lot of geometry from my blockout.
I'm enjoying this project, in the end it was faster than I thought, and I'm on a good polycount and detail level for the basemesh now. I might make some more attachments, like light or laser, later. My first worry is the texture and the baking now.
Its amazing the detail you can get with such low poly models. Very impressive.
Well, you still have to make the highpoly and work on the normals. It seems a bit futile to me to make 2 versions (at least) of the same asset, but that's how the technology is now.
I'm waiting for the day when I can just model the highpoly and paint right on it, convert it to game-model and have a play. A lot of time with 3D models is lost on all the work nobody sees.
When that day comes I'm going to go nut with models and assets.
I think its extremely hard to do all the layers of production for one model, but that is what game engines need for a real-time interactive asset.
You say it! I bet a lot of people would love to just create what they have in mind, but in the end it will always take preparation to get something nice.
The hardest thing about 3D is that somehow you find out all the ways to do things wrong first. I'm really happy to say the "wrong" stage is over. There's always new stuff to learn, though.
Good point... really good point! I never made it through the "wrong" stage and had to move on. I think I will re-visit asset design later on, but I was really handicapped by not using the right programs. I do have a nice repository of seamless textures though. I was able to be productive in that area.