[QUOTE=LATTEH;39392828]Been working on a mp7. this is technically my first high-poly surface modeling try.
[t]http://i.imgur.com/N58VWO7.jpg[/t]
[t]http://i.imgur.com/NxZLOb8.jpg[/t]
if anyone has crits i would love to hear em. im not finished yet still have todo some floating objects and stuff before i move on to the low poly.[/QUOTE]
Post the ub-subdivided/un-turbosmoothed (whatever) model.
Decided to go back and try and finally finish off the barrel, managed to get the normals to bake relatively smoothly and made a rather crappy diffuse, but it's the first model I've textured so I think it could be worse. Probably far too many tris for what it is at 800ish, but it's the only way I could get it to bake properly. Next I'm going to try and add some dirt and make a decent specular, and maybe sculpt some dents into the high-poly. Oh, needs a cap, too.
[IMG]http://i.imgur.com/hcbhlUj.png[/IMG]
Trying to make mp5a2 model. I was never make smg before. low-poly w.i.p
[URL=http://imgur.com/XSAsB8J][IMG]http://i.imgur.com/XSAsB8J.jpg[/IMG][/URL]
[QUOTE=NotExactly;39402274]Decided to go back and try and finally finish off the barrel, managed to get the normals to bake relatively smoothly and made a rather crappy diffuse, but it's the first model I've textured so I think it could be worse. Probably far too many tris for what it is at 800ish, but it's the only way I could get it to bake properly. Next I'm going to try and add some dirt and make a decent specular, and maybe sculpt some dents into the high-poly. Oh, needs a cap, too.
[IMG]http://i.imgur.com/hcbhlUj.png[/IMG][/QUOTE]
tbh I wouldn't sculpt damage if this is your first prop, a lot of people try it and it makes their model look bad. If you really wanna try it, keep it really subtle. A barrel like that in game should be 16sided
[QUOTE=azgag;39402917]tbh I wouldn't sculpt damage if this is your first prop, a lot of people try it and it makes their model look bad. If you really wanna try it, keep it really subtle. A barrel like that in game should be 16sided[/QUOTE]
If it's any less than 24 (which this is) you can see the individual sides on the normal map. Maybe it's just a quirk of Blender, but that's how it comes out for me. Besides, HL2 had 16 sided barrels, I suspect modern engines can probably handle more polys these days.
[QUOTE=NotExactly;39403238]If it's any less than 24 (which this is) you can see the individual sides on the normal map. Maybe it's just a quirk of Blender, but that's how it comes out for me. Besides, HL2 had 16 sided barrels, I suspect modern engines can probably handle more polys these days.[/QUOTE]
do you get waviness in your normal map when using 16 sides? also sure next-gen engines will handle more polys, but 800 for a barrel is a lot, and most of the time you won't have just one barrel you'll have more, so it adds up quickly.
[QUOTE=azgag;39403869]do you get waviness in your normal map when using 16 sides? also sure next-gen engines will handle more polys, but 800 for a barrel is a lot, and most of the time you won't have just one barrel you'll have more, so it adds up quickly.[/QUOTE]
My normal map is an unusable mess with 16 sides so waviness isn't really a problem. I still get waviness with 24 but it's at least bearable.
What you could always do is add support loops to the bake mesh to minimize waviness.
Though, for a simple prop such as a barrel I would just fix it in Photoshop. However it's a good habit to add geometry when baking shapes such as cylinders.
or you could learn how to set up your baking cage properly :D
Setting up the cage differently won't help with the waviness due to difference in geometry though, and in general it's bad to rely heavily on cage tweaks when you can fix the problem with your mesh instead.
I recommend reading [URL="http://www.polycount.com/forum/showthread.php?t=81154"]this thread[/URL] for anyone curious about how to minimize baking issues.
I've read it several times already, but you'll always have a cage when baking, and you might have to tweak it even if your high poly mesh is "perfect", depending on what shapes you have.
I've been using something like this to fix the waviness on some of the shapes:
[t]http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=timothy_evison_normalmap_projections.jpg[/t]
if you have waviness that bad you should just add more geo. there's no reason to even bake if your shit's that low poly.
I would not recommend tweaking the cage like that to correct waviness. it will only look worse from other angles and more geo is the smarter, less time consuming solution to fucking around with a cage on a really low poly model
Here's a very simple model I made for a request. It's nothing amazing but I had fun making it. The texture is a 256x512 sheet.
[img_thumb]http://cloud-2.steampowered.com/ugc/919001647842527357/35C9F2E38E74ABE1543AD831ED6581F65ED90880/[/img_thumb]
[QUOTE=fewes;39406065]Setting up the cage differently won't help with the waviness due to difference in geometry though, and in general it's bad to rely heavily on cage tweaks when you can fix the problem with your mesh instead.
I recommend reading [URL="http://www.polycount.com/forum/showthread.php?t=81154"]this thread[/URL] for anyone curious about how to minimize baking issues.[/QUOTE]
Nice find, thanks.
I've been chosen for a Crytek environment compo with 2 others from my class (concept artist and another 3D artist) we've been given concepts and have until August to finish it, where it's then judged against 10 other universities.
Should be fun I hope, so if anyone feels they have anything helpful to tell me about the Cryengine, please do! We're also assuming since it's the Cryengine everyone is gunna go for the realistic, gritty look. So we're going for a style which is pretty out there.
[QUOTE=- Livewire -;39411194]I've been chosen for a Crytek environment compo with 2 others from my class (concept artist and another 3D artist) we've been given concepts and have until August to finish it, where it's then judged against 10 other universities.
Should be fun I hope, so if anyone feels they have anything helpful to tell me about the Cryengine, please do! We're also assuming since it's the Cryengine everyone is gunna go for the realistic, gritty look. So we're going for a style which is pretty out there.[/QUOTE]
That's pretty awesome. What school do you go to?
Newport uni.
[QUOTE=~ZOMG;39394696]Post the ub-subdivided/un-turbosmoothed (whatever) model.[/QUOTE]
I didn't want to post until i had more done. but i have a un-smothed image of the model now.
I got all the details i think. Any crit's before i start the low poly?
[t]http://i.imgur.com/q5kQClz.jpg[/t]
[t]http://i.imgur.com/fxTwoRE.jpg[/t]
[t]http://i.imgur.com/5PAsMIB.jpg[/t]
[t]http://i.imgur.com/mbfCTtP.jpg[/t]
Unsmoothed model:
[t]http://i.imgur.com/W1itflC.jpg[/t]
Just in case anyone here has any idea, I'm in the process of making a playermodel for Gmod, however, the eyes aren't staying in bounds as the character turns. Eyeposing works fine, and they follow you fine in model viewer, but as a player model, they look at a specific location on the map, and when you turn the eye whites are revealed. If anyone could suggest a reason why it's doing this, I'd appreciate it a lot, I can't find many resources online that explain this problem.
Another question I have, is how to correctly UV map the eye. I presume a simple UV map with the sphere option selected should do it.
Images:
Model Viewer
[IMG]http://puu.sh/1V3vS[/IMG]
In-game
[IMG]http://puu.sh/1UDce[/IMG]
It also seems the eyes now have a red tint to the eye whites, which they did not have a few compiles ago. I just don't get it. They should be much whiter, as they are in the texture.
Sci-fi plane thingy for a game I'm making.
[IMG]http://i.imgur.com/rRV8oO5.jpg[/IMG]
Couldn't be bothered to finish and unwrap it, so I made a quick render instead:
[IMG]http://i.imgur.com/ShMq4XP.jpg[/IMG]
[IMG]http://i.xomf.com/hbrxy.jpg[/IMG]
[QUOTE=amgoz1;39419507]Sci-fi plane thingy for a game I'm making.
[IMG]http://i.imgur.com/rRV8oO5.jpg[/IMG]
Couldn't be bothered to finish and unwrap it, so I made a quick render instead:
[IMG]http://i.imgur.com/ShMq4XP.jpg[/IMG][/QUOTE]
Wow, I actually LOVE the design on that. I'd get that unwrapped and textured sometime soon if I were you. It looks really nice :)
[QUOTE=voltlight;39418121]Just in case anyone here has any idea, I'm in the process of making a playermodel for Gmod, however, the eyes aren't staying in bounds as the character turns. Eyeposing works fine, and they follow you fine in model viewer, but as a player model, they look at a specific location on the map, and when you turn the eye whites are revealed. If anyone could suggest a reason why it's doing this, I'd appreciate it a lot, I can't find many resources online that explain this problem.
Another question I have, is how to correctly UV map the eye. I presume a simple UV map with the sphere option selected should do it.
Images:
Model Viewer
[IMG]http://puu.sh/1V3vS[/IMG]
In-game
[IMG]http://puu.sh/1UDce[/IMG]
It also seems the eyes now have a red tint to the eye whites, which they did not have a few compiles ago. I just don't get it. They should be much whiter, as they are in the texture.[/QUOTE]
To fix the eyes not moving in-game your model needs flexes, so just add a blank flex to the .qc
[QUOTE=simkas;39423462]To fix the eyes not moving in-game your model needs flexes, so just add a blank flex to the .qc[/QUOTE]
Too late, figured it out, thanks, though.
[QUOTE=LATTEH;39414486][t]http://i.imgur.com/W1itflC.jpg[/t][/QUOTE]
Aha so max does look as messy as maya :v:
[QUOTE=ZombieDawgs;39426573]Aha so max does look as messy as maya :v:[/QUOTE]
That's only because he has selection brackets enabled(shortcut J to toggle on and off) and vertices and edges visible along with some random selections.
[QUOTE=John117;39426632]That's only because he has selection brackets enabled(shortcut J to toggle on and off) and vertices and edges visible along with some random selections.[/QUOTE]
I was referring to the geometry rather than the stuff around it, I was always just curious as to how similar max was and now I can see it!
[QUOTE=- Livewire -;39437594]I spent today practising handpainting things, I'm getting somewhere slowly.
[img]http://puu.sh/1VQlF[/img][/QUOTE]
Were the cracks modeled in and then baked out? or did you draw those by hand as well?
Cracks are baked, apart from the small stone section at the bottom which I messed around with for about 15 mins, the wood is the only thing I've worked on so far.
I used a cavity map as a guide for the cracks and highlights but what you can see is handpainted.
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