Colt M4A4 Carbine WIP- Hi-Poly to Low-Poly Work
Posted: Fri Aug 28, 2009 2:13 pm
Well, after studying Next-Gen work flow and creation techniques I figure its time I start putting what I learned to use. For this I chose the Colt M4A4 Carbine as it has both hard and soft edges, so it would make for good practice in modeling a hi-poly Sub-Division surface model and then bake down normal map to use on a low-poly model. I'll be sporadically posting updates on this as I have school to attend, but once its finished I'll release it for use.
Going for full detail on the hi-poly so tri counts are not an issue, and neither is optimizing the mesh except where needed for the final Sub-Division operation. With how Sub-D works, there will be excess edges added at a later stage to control how the Sub-Division op affects the model (aka "Control Edges") this will ensure that all hard edged areas retain their shapes and do not collapse.
Step 1: Blocking out the shapes.
Im currently blocking out the main shapes and adding in definition to the curved areas. The receiver of the M4 is a difficult section due to the curves around the forward assist and the stock.

Updated:
Still working at the Hi-Poly a little at a time

Going for full detail on the hi-poly so tri counts are not an issue, and neither is optimizing the mesh except where needed for the final Sub-Division operation. With how Sub-D works, there will be excess edges added at a later stage to control how the Sub-Division op affects the model (aka "Control Edges") this will ensure that all hard edged areas retain their shapes and do not collapse.
Step 1: Blocking out the shapes.
Im currently blocking out the main shapes and adding in definition to the curved areas. The receiver of the M4 is a difficult section due to the curves around the forward assist and the stock.

Updated:
Still working at the Hi-Poly a little at a time



