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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • -HP-
    • April 29, 2010 at 12:51 AM
    • #3,501

    Mmm, in fact you prolly already compromised the silhoete more than you should. You should remove as much surface poligon detail as possible, and keep the silhouette polys.

    Painted as red where you should get rid of those polis, the normal map should sufice for these small details.

    Painted as blue where you should add some extra loops, so it keeps the silhouete

    [Blocked Image: http://i39.tinypic.com/fmmdzl.jpg]

  • PogoP
    • April 29, 2010 at 1:15 AM
    • #3,502

    There aren't many loops around that area really anyway, it just looks very dense in the screengrab. But I took out the loops to see what the normal map looks like. Next stage is unwrapping... But should I carry on posting here or make a new thread? I feel bad for posting so much in this thread, but if I made my own thread nobody would comment lol.

  • arhurt
    • April 29, 2010 at 1:55 PM
    • #3,503

    Wouldn't it be better to use a Geosphere for the dome part?

  • -HP-
    • April 29, 2010 at 2:44 PM
    • #3,504

    It's all good man, keep on posting here if you want to.

  • deceiver
    • April 29, 2010 at 3:54 PM
    • #3,505
    Quote from arhurt

    Wouldn't it be better to use a Geosphere for the dome part?

    I think maybe cause a rounded cube is more economical polygon-wise?

  • PogoP
    • April 29, 2010 at 7:03 PM
    • #3,506

    So how would you go about unwrapping the cylinder parts on the roof? I imagine they'd take up so much room on the UV map, and I cant exactly fit many cylinders into a UV map. Hmm.

  • -HP-
    • April 29, 2010 at 7:07 PM
    • #3,507

    Yeah, welcome to a 3D Artist life!

  • ElectroSheep
    • April 30, 2010 at 6:48 PM
    • #3,508

    Just did this very strange thing this aftenoon, need more work and more details

    [Blocked Image: http://www.minerality.fr/images/stock/thing01.jpg]

  • PogoP
    • April 30, 2010 at 8:27 PM
    • #3,509
    Quote from PogoP

    So how would you go about unwrapping the cylinder parts on the roof? I imagine they'd take up so much room on the UV map, and I cant exactly fit many cylinders into a UV map. Hmm.tiling segments! You should really start over imo, just model and bake one segment, then make it all circular afterwards. It will save you time, and you'll end up with a better looking more efficiently built asset.

    What happened to my post? lol. I didn't put that bit at the end!

  • -HP-
    • April 30, 2010 at 8:42 PM
    • #3,510

    lol, probably some mod clicked "edit" on your post, instead of quote and didn't noticed. Almost happened to me a couple of times.

  • PogoP
    • April 30, 2010 at 9:45 PM
    • #3,511

    Haha no worries man.

    So you'd just start this again from scratch? I'm trying to find some kind of tutorial about the technique you mentioned, but can't really find anything. Arrrgh! I'm so confused

  • Sindwiller
    • May 2, 2010 at 11:27 AM
    • #3,512

    @3Dnj

    That is some wicked beast you're creating there.

  • ElectroSheep
    • May 3, 2010 at 7:32 PM
    • #3,513

    Héhé, one of my teacher said he prefer throw it peanuts instead of be scary :roll: i finish it today, need to open unreal for a good shot so not for today. I will make some animation next week.

  • FreeFall
    • May 4, 2010 at 9:01 AM
    • #3,514

    Oh hai, I'm new

    [Blocked Image: http://chrisyzerman.files.wordpress.com/2010/05/1.jpg]

    It's kinda off my first 'model' i did with normals and all that so don't be to hard on me.

    hmkay?

  • -HP-
    • May 4, 2010 at 9:31 AM
    • #3,515

    Hey man, welcome to the core!

    That's pretty cool, but you could get rid of those rivets and have that on the normal map instead!

  • FreeFall
    • May 4, 2010 at 9:41 AM
    • #3,516
    Quote

    ":1gbutk01]Hey man, welcome to the core! That's pretty cool, but you could get rid of those rivets and have that on the normal map instead!

    Thanks :3

    I did think of that, but it would look awfully flat imho.. Since there's barely anything going on with small details those bolts make it more finishing I think

  • Zeta
    • May 4, 2010 at 12:06 PM
    • #3,517

    Looks nice, welcome to Mapcore!

  • Buddy
    • May 4, 2010 at 12:08 PM
    • #3,518

    Lol @ normalmaps, Helder you really got brainwashed at the techtek

    Keep the rivets, use normal maps only where they really work/are needed.

    And welcome to the core

  • -HP-
    • May 4, 2010 at 12:50 PM
    • #3,519

    lol, what? Shut up, my point remains. It's a rivet with a chamfer on it ffs, a normal map is more than enough to sell the idea of rivets, sometimes even better cos you wont have the hard edges.

  • dux
    • May 4, 2010 at 1:28 PM
    • #3,520
    Quote from Buddy

    Lol @ normalmaps, Helder you really got brainwashed at the techtek

    Don't worry HP! We're gonna normal map the normal map!!

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