Lavarinth wrote:
It feels like you're attempting to portray low poly through a high poly model, is this what you're going for?
How long have you been creating models and what are you using, I'm curious.
No, it's just as good as I can do so far. I started modeling a long time ago but I never really focused on it and all my previous stuff was basically lego-like stuff, I mostly did 90 and 45 degree corners everywhere.
Using Blender, I tried Max and LW but I don't feel comfortable with them.
WB wrote:
I hold judgement until I see it with wire edges, but it looks good.
The guns under the wings are a separate object, but they are not interesecting with the wings, they have hardpoints made for them under the wing where they fit in. I plan to do more weaponry options for this fighter.
Here's some edit mode pics of the main body for you to see:
For starters, model in quads and not triangles - it's faster, cleaner, and much lower poly. About 75% of those edges could be removed with virtually no impact on the model's looks. But converting to quads would fix it up as it is.
Glad you model in quads, in the future, wire pic = no tris please, tris just muddle it up and we lost site of how your edges flow. IE, too much shit on screen.
Engines already convert every quad into a triangle, so have quads and converting to tris doesnt actually add to the actual poly count as far as a game engine is concerned. But it is a mess to work with.
Anyway, it seems you don't have a lot of wasted polies, except near the front. You can totally make tat gun a seperate mesh not attached to the mesh of the ship. It would simplify the topography of the front.
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