more sculpting and hard surfaces
Udk (unreal engine editor) besides being obviously a great game engine , is also a great reference /learning tool.
I was looking at it for ref. on lighting and shading stuff , and i noticed some env props, Scifi wallpanels with very low polycount and a quite organic design .. sculpted maybe ?
so i tried doing one myself :
left is low poly mesh (250 tris) center : normal mapped low poly, right is hipoly sculpt.
Done in Blender 2.5 and Gimp, for textures unfortunately you can’t do everything in blender paint mode : filling , overlaying photos , layers and color corrections ,etc.. But the combination with gimp works quite well i prepare a normalmap , ao render , paint scratches or dirt in blender , then on to Gimp for the rest.
Modelling is all done using sculpt tools , it takes a steady hand (and tablet or pen monitor..) but it worked quite well , better than expected .
Of course the helmet was a more complex base shape and made it more difficult ..but much can be done with practice and a kit of premade details : bolts , plates , wires.. rendered to displacement texture and “painted” on the sculpt : those can help doing details that can’t be easily done with few brushstrokes.