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BuLL
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Postby BuLL » 23.03.2011, 01:57

Cracking detail on the torch M.
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Olli.
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Postby Olli. » 24.03.2011, 14:33

afaik the type of sharp detail you have there on the sights doesnt render well to normal maps, since normal maps dont have height data, they only have normal data and from straight up the edges of the detail aren't visible, so it just renders out as a flat surface..

nice job overall though.. im not a fan of some of he super sharp edges you got there since you gotta render at an insane resolution for them to actually show, but i guess thats just a matter of preference.
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Bladestar
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Postby Bladestar » 24.03.2011, 17:16

i love this weapon...and i'm sure u have tons of ref pics..but i came accross this one of an m6..loved the texturing on it..with the worn paint on the edges...

keep up the great work!
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Cargo
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Postby Cargo » 24.03.2011, 20:37

Looking sweet as ever Mongoose :)
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.gametime.
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Postby .gametime. » 24.03.2011, 20:37

Thanks for the wireframes. They did help but I was assuming how they would look. Still thanks a lot.

But maybe if you find time you can show what methods u use to get them and how u get it so fast (besides u being awesome) :)
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mystichobo
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Postby mystichobo » 25.03.2011, 15:17

Originally posted by .gametime.
Thanks for the wireframes. They did help but I was assuming how they would look. Still thanks a lot.

But maybe if you find time you can show what methods u use to get them and how u get it so fast (besides u being awesome) :)


Here, have a thread:
http://www.polycount.com/forum/showthread.php?t=56014
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BuLL
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Postby BuLL » 27.03.2011, 05:13

Originally posted by Olli.
afaik the type of sharp detail you have there on the sights doesnt render well to normal maps, since normal maps dont have height data, they only have normal data and from straight up the edges of the detail aren't visible, so it just renders out as a flat surface..

nice job overall though.. im not a fan of some of he super sharp edges you got there since you gotta render at an insane resolution for them to actually show, but i guess thats just a matter of preference.

Wierd that Olli...His Kriss sights had sharp edges and those rendered fine,but hey,your obviously the expert!
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xReptarx
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Postby xReptarx » 29.03.2011, 04:17

Originally posted by BuLL
Originally posted by Olli.
afaik the type of sharp detail you have there on the sights doesnt render well to normal maps, since normal maps dont have height data, they only have normal data and from straight up the edges of the detail aren't visible, so it just renders out as a flat surface..

nice job overall though.. im not a fan of some of he super sharp edges you got there since you gotta render at an insane resolution for them to actually show, but i guess thats just a matter of preference.

Wierd that Olli...His Kriss sights had sharp edges and those rendered fine,but hey,your obviously the expert!


I agree with Olli here... A lot of edges on the holes, cylinders are quite sharp. It may have baked nice before, but it could have been better...

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please, do not contact me about mod work. ;)
BuLL
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Postby BuLL » 29.03.2011, 04:47

The Kriss has been released.It`s a little Condescending to post what are obviously tutorialistic normal mapping images,without first of all checking the normal map of his Kriss model.."Wouldn`t you agree".
That said.It would have been more convincing if you had posted the normals from your own model,purely as a comparison of course.
I`ve textured a few of the lads models now & if there was indeed a problem of this nature,rest assured,I`d let him know about it!
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xReptarx
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Postby xReptarx » 29.03.2011, 05:34

@Bull ...why do you have to be like that? I have the Kriss files from back when it was released, and other revisions that weren't released. I'm the one who helped Mong0ose with baking tips, uv mapping tips on that project. :P lmao
It doesn't matter what model it is. Modeling a soft edge is modeling a soft edge.

Any experienced modeler that has worked with baking high poly data into normal maps, you would clearly see that the edges are too hard.

@Mong0ose - I would really like to see some of the edges softened up, it will look more natural and realistic especially from farther distances, if you plan to bake this, it will read better in the long run. Also you should seriously try floating geometry. ;)
please, do not contact me about mod work. ;)
Arrecoolast
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Postby Arrecoolast » 29.03.2011, 05:40

Incredible! :D
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Mhaha2
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Postby Mhaha2 » 29.03.2011, 08:51

It looks like you chamfer the edges to create an hard edge (could be wrong though since the edges are so close together). That's not how I would do it. But if the end result is a good model (which this is BTW) then it doesn't really matter since it's only for baking purposes. The only problem is that the sharpness of the edges is quite uniform on this model and this a low-poly model can be harder.
Again I'm not saying this is a bad model.
BuLL
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Postby BuLL » 29.03.2011, 20:21

Originally posted by xReptarx
@Bull ...why do you have to be like that?


Because I`m an arse & have a terrible habit of getting hold of the wrong end of the stick.."so to speak":)..No offence intended bud.
Last edited by BuLL on 29.03.2011, 20:22, edited 1 time in total.
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Mong0ose
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Postby Mong0ose » 29.03.2011, 20:23

Thanks for all the feedback guys, always open to constructive criticism!

Will take a look at some of the edges with a view to softening them up

Mong0ose
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Postby Architect » 29.03.2011, 20:46

hey guys since your discussing proper baking techniques, maybe you can quickly help me out with my problem, not one response :(

Polybump Problem

sorry for the intrusion, maybe this can help you out, a tip or two...

http://www.bencloward.com/tutorials_normal_maps9.shtml


 
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