• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Haven't posted here any content in a while: [img]http://www.1337upload.net/files/razorbcorridor09.JPG[/img] Just a canister with it's housing, it's for a small scifi-ish scene I've been working on ([url]http://www.1337upload.net/files/razorbcorridor08.JPG[/url]).
I lurk here all the time and I'd just like to say you guys are awesome. Some of the work I've seen done here is amazing. Keep up the good work guys!
[img]http://puu.sh/1KXsE[/img] Do I need to bake the normals or something to make those rivets not look so flat?
Yes, remember both the low poly and high poly must have the same uv for it to work properly.
[QUOTE=Anthracite;39145345]Yes, remember both the low poly and high poly must have the same uv for it to work properly.[/QUOTE] I'm pretty sure the HP model doesn't have to have uvs. Baking just projects the HP details onto the LP, the LP and the HP just needs to be aligned perfectly in order to get good bakes.
[QUOTE=Colossal_Dragon;39146184]I'm pretty sure the HP model doesn't have to have uvs. Baking just projects the HP details onto the LP, the LP and the HP just needs to be aligned perfectly in order to get good bakes.[/QUOTE] I remember having problems when baking in maya by not doing that and then doing it and the baking working without artifacts. It's possible it was just because I did some weird shit on my model, I was pretty noob back then but took this habit.
don't uv highpolies
Ever, unless you're making cinematic models for movies or something.
I never really understood the whole 'high and low poly models should align perfectly' thing - surely the whole point of the high poly is that it includes stuff too detailed for the low poly, so they can't end up aligning too much?
[QUOTE=NotExactly;39147590]I never really understood the whole 'high and low poly models should align perfectly' thing - surely the whole point of the high poly is that it includes stuff too detailed for the low poly, so they can't end up aligning too much?[/QUOTE] well the cage of the low poly bakes those parts in. but it still has to be aligned the same, as much as possible.
How do you guys manage to get it to align properly? I've never been able to get a high-poly and low-poly texture to align perfectly on both.
[QUOTE=wauterboi;39150919]How do you guys manage to get it to align properly? I've never been able to get a high-poly and low-poly texture to align perfectly on both.[/QUOTE] make the high poly (don't [turbo]smooth it), duplicate it, hide one, take the other one and remove edge loops to make the low poly. that's pretty much it. Maya has layers so it's easy to hide/show objects.
hey guys, I've been working on turning a high poly weapon model into a low poly. at the moment I've gotten it down to 10,943 tris, down from over 30,000. is this okay for source? what's an ideal amount for a viewmodel weapon?
afaik source can handle 10k tris but you'd have to show us what it is in order to get any proper feedback
[QUOTE=MrBunneh;39151786]hey guys, I've been working on turning a high poly weapon model into a low poly. at the moment I've gotten it down to 10,943 tris, down from over 30,000. is this okay for source? what's an ideal amount for a viewmodel weapon?[/QUOTE] it depends on what version of the engine you plan on using, with Alien Swarm i've gotten a 13k tris model to work, with SSDK 2007 got a 11k tris model to work as well. I guess you'll just have to try.
okay then, in that case, here's the model at it's current state: [url]http://p3d.in/M9qeU/wire[/url]
Making a small pack of low-poly props for a map that I'm making. [img]http://i.imgur.com/5hYfO.png[/img] [editline]10th January 2013[/editline] (it spins)
[QUOTE=antiChrist;39166210]Making a small pack of low-poly props for a map that I'm making. [img]http://i.imgur.com/5hYfO.png[/img] [editline]10th January 2013[/editline] (it spins)[/QUOTE] I think you should consider reworking your model with the use of reference images.
There's something kind of charming and videogame-ey about its current design, even if it's not at all realistic. I think it's too shiny, though.
You can probably use more than 6 sides on that top part, even if it is a low poly pack.
[QUOTE=MrBunneh;39152008]okay then, in that case, here's the model at it's current state: [URL]http://p3d.in/M9qeU/wire[/URL][/QUOTE] Source can handle this fine. And if it's view model, you might not even need a lot of it to be on display, such as the bottom of the grip etc, so you can remove some faces entirely. Also, the smoothing's not great. Not sure if that's the website, or the model, though.
[QUOTE=MrBunneh;39152008]okay then, in that case, here's the model at it's current state: [url]http://p3d.in/M9qeU/wire[/url][/QUOTE] it looks like you can remove a bunch of those grooves and bumps and let them sit in the normal map
Some stuff i've been working on. i've tweaked the sink texture since then to make the backboard less boring and the trunk is still a WIP [t]http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/738387_469087639815165_87490141_o.jpg[/t] [t]http://sphotos-b.xx.fbcdn.net/hphotos-ash4/738405_469087586481837_2020678003_o.jpg[/t] [t]http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn1/736284_469087579815171_1231366526_o.jpg[/t] [t]http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash4/740426_469087563148506_223957061_o.jpg[/t] [t]http://i.cubeupload.com/6eERBD.gif[/t]
For the wooden back board, I think you should reduce the polycount by removing the unnecessary bevel and get a better texture for the sides. [editline]13th January 2013[/editline] A texture that looks like the cut face of wood.
[QUOTE=~ZOMG;39203905]For the wooden back board, I think you should reduce the polycount by removing the unnecessary bevel and get a better texture for the sides. [editline]13th January 2013[/editline] A texture that looks like the cut face of wood.[/QUOTE] i actually did get rid of the bevel in the new one! and i'll look into a better texture. [editline]13th January 2013[/editline] Also this website is awesome [url]http://p3d.in/7kr1k[/url]
[QUOTE=surfur;39204844]i actually did get rid of the bevel in the new one! and i'll look into a better texture. [editline]13th January 2013[/editline] Also this website is awesome [url]http://p3d.in/7kr1k[/url][/QUOTE] For a low poly model, I think you'd probably want to do the clasp things and bolt heads and stuff as a normal map, wouldn't you?
[QUOTE=NotExactly;39205179]For a low poly model, I think you'd probably want to do the clasp things and bolt heads and stuff as a normal map, wouldn't you?[/QUOTE] Yea i probably would, most likely. But this is going in a small scene in UDK for portfolio reasons so i figured i could spend an extra few polys on the detail.
[QUOTE=NotExactly;39205179]For a low poly model, I think you'd probably want to do the clasp things and bolt heads and stuff as a normal map, wouldn't you?[/QUOTE] It's down to personal preference really and judgement, really. In this particular case, I'd optimise the bolts because they're currently higher poly than they need to be and the clasp should be reworked.
[IMG]http://i.xomf.com/nmxlv.jpg[/IMG]
[t]http://i.cubeupload.com/lixWWr.gif[/t] I need to learn how to paint in mudbox or zbrush or something else for the details, been doing it all in photoshop.
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