Great normal!!
[HP] ~ 3D Sketchbook Thread
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Fantastic work, love your style

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Yeah, it's a face with two tris!

I'll post a wire of the HighP, I can even share the .MAX if you guys want to take a peak at it, and/or the PSD's.
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Sorry Pampers, but I don't really understand what you mean. Could you elaborate on that?
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you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.
the texture could also benefit from some subtle variety in colour on diffuse and spec (scratched parts for example).
nice work though

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Quote from Sa74n
you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.
Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.
Thanks dude!

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":sk90fzt1]Sorry Pampers, but I don't really understand what you mean. Could you elaborate on that?
if you have a layer with scratches etc on it you could invert it and set the layer blend to multiply. Desaturate the paint and rust layer and give the paint a bit more brightness than the rust. Then you pass the layers through the nvidia normalmap plugin and overlay it over the original normalmap
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Ah. so that's what you meant!
Yeah man, Lot's of people do that, and I did it in the past (I used that technique with the crate, although very subtle), but I found that it doesn't really work very well, it also really depends on what engine you're using to render your stuff. A good specular should be enough to give it a little bit of depth illusion to the scratches. After all, it's scratches, not indentations on metal. Which is also a good thing to do on this kind of stuff!
Btw, the worflow you mentioned is correct, but it's not enough to just put that generated normal map on overlay. After that you should go to curves, and put the blue channel to 128.
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This is the source files for my entry on speed texturing competition at game-artist.nethttp://%7boption%7d
there's everything in there, .MAX with the original high poly, the low poly (just a plane
)and I've also included the original PSD files for all the maps. I've resized them to 1024*1024 tho,
as the originals were 2048*2048, they got to big to pack it into a RAR file.
I used xnormal to bake my original piece, but if you select the plane on the .MAX file It's already set up
to render using Max's baker.
You'll need XOLIUL viewport shader to properly view this in Max's viewport, I've placed it on the RAR as well,
just in case. (Although, you wont have parallax mapping on it, that's why I used marmoset to submit my final pic)
This is it, keep in mind of course, that I'm sharing this solo for your learning!
I'm all for freedom of information and transparency, so I hope I encourage others to do the same
and share their workflows!
Be nice!

Download: http://rapidshare.com/files/249054816/HP_STC_wall.rar
[Blocked Image: http://i41.tinypic.com/160e6fd.jpg]
PS. .MAX will only work in 3DsMax2010.
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Thanks for share this [HP]. Downloading now!
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Little something I've working on my free time the last week.
[Blocked Image: http://i31.tinypic.com/34g4ha8.jpg]
Credits for design and refs and shit goes all to Doom3!

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i really like your hp-modeling (man, your name and that modeling just don't fit....)
the yellow-striped one, was my favorite so far. can't wait, what you'll come up with on this one !
but i gotta say, you mentioned doom3 as reference. so that's all fine. but i would be interested to see if you took it to a more realistic level e.g. not so blobby rounded chamfers but more hard edged stuff.
anyways, nice work as usual

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Thanks dude!
This kind of stuff is good practise and fun to do. But yep, It's probably going to be my last of this kind of style. One gotta evolve!

Oh btw, I failed to give a description for it. It's supposed to be a Hangar Gate. I'll get started on this LP today, this time is going to be more than a single poly!
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I love your stuff, can't wait to see it finished

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Tkx d3!

here's my entry for this weeks gamc
3DsMax Viewport ~ Xoliul's view-port shader.
[Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-6/lg/leather_chair_FINAL.jpg]
[Blocked Image: http://i26.tinypic.com/161hjky.jpg]
[Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-3/lg/leather_chair_FINAL_textures.jpg]
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Very sexy. But it looks kinda new. Maybe a bit more wear and tear on the places where there is the most friction between the person who sits in the chair and the chair.
If I remember well, the places were the person sits the mos are going to be less saturated ?
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Looks really good Helder!!
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Ah ah awesome [HP]!
[Blocked Image: http://feedingthepuppy.typepad.com/.a/6a00e550f4976688340112790473ba28a4-800wi] Which one will u chose!?

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looking awesome!
does it use a second tiled UV channel for that other normal map?
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