[Blocked Image: http://img374.imageshack.us/img374/6025/lolfencewq8.jpg]
I tried some spline tutorials ![]()
~67k tris
[Blocked Image: http://img374.imageshack.us/img374/6025/lolfencewq8.jpg]
I tried some spline tutorials ![]()
~67k tris
i think the spots where the 2 wire sections cross each other don't look right on the fence. cause normally there's quite some pressure on these things so there is no visual gap inbetween the cross-sections. should be pretty easy to fix when you worked with splines, though ![]()
Yeah I know, but it was the basic modelling that was the point, I mean it's too small to really have any effect at all in the real world, but I think I'll make a bigger one later ![]()
nice little diorama vi
can you put coins in him?
looks sorta like a squigg from warhammer, well a cute one anyway =p looks nice though! I presume it hops around?
lol, nice one peris~:=)
wow peris, sweet texture ![]()
First character model, infact first organic model.
[Blocked Image: http://img395.imageshack.us/img395/3140/pgheadjt1.jpg]
Not marked on the textures, so quick ones for now.
Hmpf, not sure about what to do with this.
Viking shield, 4384 tris D:
[Blocked Image: http://img206.imageshack.us/img206/2240/01et8.jpg]
Maybe I'll just UV map it and skin it on a 2048x map ![]()
Normal map it for a simple cylinder and see how good you can make it look ![]()
yeah make it go from 4000tris to like 20.. ![]()
texture that junt
I actually tried to make a normal map, but I sucked
But, I'll probably make a normal map for that again. But first, I'll redo every shpere and such, since they take up too many polys even for being highpoly..
I need to UV map something highpoly don't I?
Hmm no
You only have to uvma the lowpoly.
Make sure the low poly has roughly the same dimensions and the high poly and then render the normalmap from it.
If its not good enough tweakt he lowpoly untill the resulkts are good
Yeah I'll give it a few more shots ![]()
But do I have to give the lowpoly as many sides on the main cylinder? Since I always get some sketchy clipping if not.
In that case its probably best to have the low poly surrounding the high poly a tad.
Make sure nothing is intersecting
i think ben mathis covers that issue a bit in his normal map tutorial. that intersecting low and hi poly thing:
http://poopinmymouth.com/tutorial/normal_workflow.htm
i think you can use that for your model as well, since its not a basic box object, but round shape thingie and not a level texture, but one of a model ![]()
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