Yeah you do not need to unwrap the high poly one ![]()
If you see Phils max to normalmap texture guide, then it's basically the same thing.
Yeah you do not need to unwrap the high poly one ![]()
If you see Phils max to normalmap texture guide, then it's basically the same thing.
I'm just being a bit too dumb again ![]()
hey at least it gave you some practice ![]()
Everyone was new at one point.
Been pottering away with some various models for practice.
Lighthoose #1 updated a bit:
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthouse01.jpg]
New lighthoose. Hard to finish this one as the only reference pic (wikipedia) doesn't show the top of the lighthouse
I'll probably just make something up to finish it.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthouse02.jpg]
... and I fancied doing some vehicle modelling, so I started working on a BTR-70. Got the basic shape done (tricky bugger this, even with a lot of ref pics it still has a lot of areas with ambiguous geometry).
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_01.jpg]
Started the detailing. Needs cleaned up a bit later on. Need to redo the exhaust shape too since I found some better pics.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_02.jpg]
This ends my model spam.
That round tower definitely needs some height segments if you want proper looking vertex lighting.
electric toothbrush? ![]()
Defrag - few links:
http://www.fas.org/man/dod-101/sys/land/row/btr-70.htm
http://www.militaryfactory.com/armor/de ... rmor_id=52
http://armoured.vif2.ru/btr-70.htm
http://www.inetres.com/gp/military/cv/inf/BTR-70.html
http://www.greendevils.pl/t_h_c/btr-70/ ... chemat.gif
http://walkarounds.airforce.ru/armour/r ... /index.htm - best IMO ![]()
keep up! ![]()
bartollo: Thanks a lot. That last link is particularly excellent ![]()
hrrm maybe I should give modelling another try. I kinda lost interest after my ~48x96x48 table for source ended up being an invisible 20k unit box ![]()
Bit more detailing. The turret housing reminds me of the Juggernaut, bitch! ![]()
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_03.jpg]
Looking good Defrag
Are you planning on texturing it after you've finished? or is it just modelling practice?
Here is a little RTS scene I'm working on:
[Blocked Image: http://img53.imageshack.us/img53/2453/scene2034222gb9.jpg]
I hope to have 4 variations of this scene, each on a different planet.
I doubt I'll texture it as I wouldn't know where to start ![]()
Cool scene, Nooba. I especially like the trees.
Awesome Nooba ![]()
Quote from noobaLooking good Defrag
Are you planning on texturing it after you've finished? or is it just modelling practice?Here is a little RTS scene I'm working on:
[Blocked Image: http://img53.imageshack.us/img53/2453/scene2034222gb9.jpg]
I hope to have 4 variations of this scene, each on a different planet.
Dungeon Siege style ftw.
a little something for my brother from another mother, skjalg. I liked the colours and hopefully it'll work with the textures in his map :0
[Blocked Image: http://aycu23.webshots.com/image/18462/2004869847107026448_rs.jpg]
Nice one rick~
The normal map is too noisy!
it's ''noisy'' where the material is noisy.
besides that's a max render, once in source and at the distance it will be viewed from it'll be hard to pick out smaller details, hence a strong overall normal map.
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