
Curious how I should create the detail on the microphone of this Eurovision trophy in an optimised way
Hi all, there's this Eurovision trophy model that I've been slowly working on in Maya as a side project and I'm generally happy with the blockout I have so far (with some minor tweaks needed). I have the free time to work on it more frequently now, but before that I thought I'd ask how more experienced 3D modellers would go about doing it themselves since I've still got a lot to learn.
The thing I have the biggest issue with is all the detailing/displacement on the microphone part. My 3 ideas for doing this are:
- Just modelling all the indentations manually with real topology and having that be the final model.
- Only modelling a high poly of which the detail would then be baked onto a flat, really low poly microphone like the one I have now.
- Skipping the step during the modelling phase and then doing it in a texturing software, like Substance Painter, with the use of normal & height/displacement maps.
Would one of those methods be the right way to go about it, or am I missing a better idea? Any feedback would be appreciated, thanks for your time!