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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • RedYager
    • July 25, 2012 at 4:37 PM
    • #4,201
    Quote from seir

    Normal map will smooth all the edges you want and it's a blast for your model. There's a way to fake it by chamfering the edges and changing vertex normal so there will be no problem with weird gradients. Anyway, you should think about making a high-poly model

    Would I be faking the smooth edges for the low poly mesh though, or is that for the high poly? One thing that concerns me is that the normal map will have to be a certain high resolution for the slightly smoothed edges on the main body of the vehicle to show up well.

  • Steppenwolf
    • July 25, 2012 at 5:31 PM
    • #4,202

    Faking is for a low poly if you don't want to make a hipoly for it.

  • mjens
    • July 25, 2012 at 8:40 PM
    • #4,203
    Quote from Steppenwolf

    There are plenty of threads about tanks and armoured vehicles on polycount that you can check out to get an idea what the hp mesh is for.Btw Seir there is also another method other then chamfering to fake smooth edges. This seems to be quite popular with people who use only ndo for their normal maps:

    [Blocked Image: http://i.imgur.com/pqOA7.jpg]

    There's a way to reduce polycount with only one chamfer and nice smoothing. Here you go:

    [Blocked Image: http://i.imgur.com/Va93M.jpg]

    With "Edit Normals" you can "fake" some lighting information, still baking normal map is better but if you need to make a little prop and save memory with not using normal in separate DDS file then it's a good idea to do that.

  • knj
    • July 25, 2012 at 9:08 PM
    • #4,204

    but you get ngon there

  • Steppenwolf
    • July 25, 2012 at 9:16 PM
    • #4,205

    Of these examples only number 3 has a similar effect as the one that i posted and it has a higher tricount actualy.

    Here is the thread on polycount where i got the trick from. Check it out: http://%7boption%7d

    It does a pretty good job imo. You can't really tell that the props haven't been baked.

  • mjens
    • July 26, 2012 at 7:56 AM
    • #4,206

    Yep, 3 looks nice in 3DSMax but I've noticed that 4 looks also cool in game engine and it has lower triscount Still the bevel technique is nice

    Meanwhile in Russia:

    [Blocked Image: http://www.funiaste.net/obrazki/996d4e8ede9faba32476534d78771de4/5010f312/2012/lipiec/26/75381623.jpg]

  • Froyok
    • July 27, 2012 at 5:54 PM
    • #4,207
    Quote from knj

    but you get ngon there

    Of course, it's just an example.

  • penE
    • August 18, 2012 at 12:29 AM
    • #4,208

    Felt like sculpting some wood today and it was really fun. I am thinking of doing a small scene in the style of this red steel concept art: http://i.imgur.com/hyQ08.jpg

    [Blocked Image: http://i.imgur.com/PmncF.jpg]

    [Blocked Image: http://i.imgur.com/RK7TO.jpg]

    [Blocked Image: http://i.imgur.com/56RfX.jpg]

  • PogoP
    • August 18, 2012 at 2:21 AM
    • #4,209

    Nice, that looks amazing!

  • Minos
    • August 18, 2012 at 6:27 AM
    • #4,210

    Looks awesome

  • Mr. Happy
    • August 20, 2012 at 3:21 AM
    • #4,211

    I reworked the weapon I made shaving several thousand triangles off of it, created additional LOD models, remapped the U/V and smoothing groups for greater efficiency and texel density, reworked the texture, eliminated the redundant styles, added a self-illum mask to the 'stickies,' modded the stock particle effects for it, and created two small little promo scenes in Source Film Maker, which I didn't know how to do before.

    [Blocked Image: https://dl.dropbox.com/u/9300049/FINA…promo_sheet.png]

    Workshop page - please rate and comment.

    View in 3D at p3d.in

  • penE
    • August 22, 2012 at 12:10 AM
    • #4,212

    Nice weapon Mr Happy

    So yeah, my corridor now has walls and a floor, exciting.

    [Blocked Image: http://i.imgur.com/c9juZ.jpg]

  • PogoP
    • August 22, 2012 at 12:40 AM
    • #4,213

    PenE dude that is looking badass. Could you post the texture flats? Would love to see them!

  • Pampers
    • August 22, 2012 at 12:41 AM
    • #4,214

    looking good penE

  • Mr. Happy
    • August 22, 2012 at 1:00 AM
    • #4,215

    Very nice, I like it alot.

    The plaster looks good but the color variation on the edges, I wonder what that supposed to be. The red outline. I guess it's painted on but if it's supposed to be aging or wear it doesn't look right.

  • Thrik
    • August 22, 2012 at 1:03 AM
    • #4,216
    Quote from penE

    Nice weapon Mr Happy So yeah, my corridor now has walls and a floor, exciting.

    [Blocked Image: http://i.imgur.com/c9juZ.jpg]

    Lovely. It's incredible what a lovely, warm atmosphere wood can bring. Even your earlier version with just the wood was cosy.

  • penE
    • August 22, 2012 at 12:49 PM
    • #4,217

    Thanks alot for the love, in return, some texture flats:

    The Pillar:

    http://i.imgur.com/WfcgK.jpg

    Some wood beams:

    http://i.imgur.com/y0uHw.jpg

    The floor:

    http://i.imgur.com/HzXc1.jpg

    And the plasterwall (yeah, the dirt on it still needs some work ):

    http://i.imgur.com/LG9Px.jpg

    Texture sizes still are a bit obsessive, but I always can scale them down in the end.

    Mr. Happy, yep, I'll work on that some more .

  • PogoP
    • August 22, 2012 at 1:56 PM
    • #4,218

    Looks awesome man. Reminds me a lot of Pontus' work (I think his nick is 'Pomperii' on these boards). Subtly stylised

  • RedYager
    • August 22, 2012 at 3:33 PM
    • #4,219

    Wow those are very nice, have you painted these from scratch or used references?

  • penE
    • August 22, 2012 at 4:08 PM
    • #4,220

    I sculpted the wood parts, baked them down and painted from them on with the baked stuff as a base.

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