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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • KoKo5oVaR
    • November 17, 2011 at 1:58 AM
    • #4,001

    Amazing knj !!!!! make it it low and texture it !! will be a nice piece for your folio

    You could bake an heightmap in xnormal and using it as a mask in photoshop for all the cavities between the extruded parts, but i'm not sur that will be much useful

    otherwise, if you want a "grain" you could use the "noise" function in zbrush

    To me anyway it's quite finished as a highpoly, if i would have to add some normal details that would be in photoshop with NDo or whatever

  • -HP-
    • November 17, 2011 at 1:28 PM
    • #4,002

    That's fantastic knj! I am loving to see your progress dude, congratulations!

    What was your workflow with the masks? How did you do your projections?

    I agree that for a high poly is already pretty cool any more will probably ruin it, if you want more high frequency detail on your normal map, generate it in CB, Xnormal or NDO and overlay it.

  • knj
    • November 17, 2011 at 2:54 PM
    • #4,003

    Thanks again guys

    Koko: i'm fighting with the LP, i'm on 6k tris, it's getting hard to go lower and lower, i would love to go around 4k, but i don't think this is possible, it is already blocky as hell

    HP: after i had my model imported into zbrush and after couple sublevels up, i took screenshots of those parts where i wanted to put the details, with that screenshots in photoshop i've made simple alphas, after that using projection master i've projected the alfas on those spots i wanted

    as for overlaying some details for a normal map, thanks i've got that same feeling but i was just curious couse GoW3 guys have details all over the model, and for me some of it will look noisy in game, i know how UDK can make noise on texutre

    [Blocked Image: http://www.zbrushcentral.com/attachment.php?attachmentid=278040]

  • -HP-
    • November 17, 2011 at 3:25 PM
    • #4,004

    Yeah, but if you ask me, that's definitely going overboard with high frequency detail in the sculpt. I mean, yes, it looks good on a folio, but in the context of production I see no point in doing this, unless your job is only about making high poly pieces, which is what Kevin does. (Afaik, he doesn't model LP's, and if he does he probably just runs decimation master on them)

    Although that piece looks marvelous, try and bake that on a 256*256 or even on a 512*512 normal map and all that detail is gonna turn into a shitpile of pixelated blobs, that's why you should have a readable high poly.

    I prefer to keep the sculpts with low to medium detail, and do the high detail later, your shapes will read better that way. You can use either a overlay on top of the normal map, or use a tilling detail normal map to give it a bit of texture, but obviously it's all down to personal preference.

    So if you're practicing for the sake of learning how to do it, then fuck it, do it, go overboard for the lulz! If you're making assets for games, it's better not.

  • knj
    • November 17, 2011 at 3:39 PM
    • #4,005

    And this is the answer i wanted :) thx bro

  • KoKo5oVaR
    • November 17, 2011 at 3:47 PM
    • #4,006
    Quote from knj

    Koko: i'm fighting with the LP, i'm on 6k tris, it's getting hard to go lower and lower, i would love to go around 4k, but i don't think this is possible, it is already blocky as hell

    I hope you don't use decimation master

    do your low by hand !!! http://3d-coat.com/

  • -HP-
    • November 17, 2011 at 3:58 PM
    • #4,007

    Exactly, learning how to retopologise it's a very valuable skills!

  • arhurt
    • November 17, 2011 at 4:04 PM
    • #4,008
    Quote

    ":6nzgsgym]Exactly, learning how to retopologise it's a very valuable skillz!

  • KoKo5oVaR
    • November 17, 2011 at 4:07 PM
    • #4,009

    I repost it in case you would need it , this script changed my life ! well my 3d life ...

    Quote

    I also found this super awesome script for MAX on polycount that realign the normals of your lowpoly to help you have more clean normal maps : [Blocked Image: http://kokosovar.free.fr/cleannormals.jpg]

    GetVertNormalsFromFace by Enrico 'SyncViewS' Gullotti is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the mig Normal Tools option "Fillet Outside".Once installed the script will be under the category Normal Tools, named Get Vert Normals from Faces. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all.

    Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals.

    http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms GetVertNormalsFromFace_0_2.ms

    Works well for baking, at least; because not all engines allow customized normals; but UDK do

  • knj
    • November 17, 2011 at 4:37 PM
    • #4,010

    Hahahah guys cool down ;) i'm doing this by hand

    what i do: i export my lowest subd level mesh and in maya i retopo it, i don't like 3d coat much tried it at work but i had to clean the mesh by hand a lot so i prefer my way

    kokos great lookong script any chance for smth like that for maya?

  • KoKo5oVaR
    • November 17, 2011 at 4:50 PM
    • #4,011

    arrhgrhgrhhrgggggggggggggrrrrrrrrrrrrlllllrrrrrrrrrrllllrrrrrrrrrrrrllll

    I don't know if something like that exist for maya dude

  • knj
    • November 17, 2011 at 5:07 PM
    • #4,012
    Quote from KoKo5oVaR

    arrhgrhgrhhrgggggggggggggrrrrrrrrrrrrlllllrrrrrrrrrrllllrrrrrrrrrrrrllll

  • Pampers
    • November 17, 2011 at 5:53 PM
    • #4,013

    ooh thanks for the share kokos

  • Tailgunner
    • November 17, 2011 at 6:17 PM
    • #4,014
    Quote from KoKo5oVaR

    I repost it in case you would need it , this script changed my life ! well my 3d life ...

    http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms GetVertNormalsFromFace_0_2.ms

    Works well for baking, at least; because not all engines allow customized normals; but UDK do

    http://migugi.net/mel/normalTools/

    Maya version of that tool for all the cooler people.

  • knj
    • November 17, 2011 at 7:17 PM
    • #4,015
    Quote from Tailgunner

    Maya version of that tool for all the cooler people.

    THX !

  • Tisky
    • November 22, 2011 at 7:24 PM
    • #4,016

    [Blocked Image: http://img843.imageshack.us/img843/5191/btestm.jpg]

    Just started up 3DS Max 2010. First creation after i figured out how to extrude (i used to play with milkshape 3d). Now i gotta figure out how to unwrap uvw and texture the barrells? Am i right? Someone, tell me what to do!?

  • Froyok
    • November 22, 2011 at 11:41 PM
    • #4,017
    Quote from Tisky

    Just started up 3DS Max 2010. First creation after i figured out how to extrude (i used to play with milkshape 3d). Now i gotta figure out how to unwrap uvw and texture the barrells? Am i right? Someone, tell me what to do!?

    Be yourself.

  • arhurt
    • November 23, 2011 at 3:09 AM
    • #4,018
    Quote from Froyok

    Be yourself.

    Last time we had that episode with the bathing suit...

  • knj
    • November 23, 2011 at 5:39 PM
    • #4,019

    Lol you guys

    3dmotive has got a good unwraping tutorial

  • Tisky
    • November 23, 2011 at 7:09 PM
    • #4,020

    Thanks KNJ. The other dudes, you are motherfuckers!! :cop:

    :edit:

    Dammit, they want cash! :cop:

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