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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Dejavo
    • December 17, 2013 at 4:01 PM
    • #4,801

    I too suffer from gradient normal bake-syndrome. I learned that the low poly should be fully smoothed and you're good. And I've just kinda fixed my bakes in photoshop since. So you guys are saying that hard edges should be uv splits to avoid them?

  • Steppenwolf
    • December 17, 2013 at 4:58 PM
    • #4,802
    Quote from PogoP

    Oh that sounds really cool. Do you have any example images? I'm interested in looking into this!


    Quixel has a ndo2/ddo tutorial on their youtube channel where i learned about this trick. I don't get that i never heard of this before on polycount or whereever because it's an official option inside xnormal. Maybe i just read the wrong threads or didn't pay attention because there was no visual explanation.


    [Blocked Image: http://i.imgur.com/fjDHkyM.png]


    edit:


    on another note. this is an example that i grabbed from fuzyheads bake. See how the normal warps on the left side? This is a case for which i would usualy combine the two different bakes in PS to fix it. From my understanding a better cage could avoid this but it's just something that i struggle with in some ocassions. Like sometimes i can't have the cage tighter because of some other details in the hipoly or whatever :/


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

  • PogoP
    • December 17, 2013 at 5:17 PM
    • #4,803

    Oh wow that's pretty sweet. Never thought to try that before!


    I tend to do most of my baking in 3ds max recently though, I did it on all my NS2 assets. I just think not having to export to another program (Xnormal) and doing it all in 3ds max was quicker.

  • Steppenwolf
    • December 17, 2013 at 5:25 PM
    • #4,804

    For me xnormal is way quicker. Even huge maps only take a couple seconds while in max it can take forever. But might just be my hardware or my settings.

  • knj
    • December 17, 2013 at 7:00 PM
    • #4,805

    that blocker info is a killer, i've never heared about it either

  • PogoP
    • December 17, 2013 at 8:45 PM
    • #4,806
    Quote from Steppenwolf

    For me xnormal is way quicker. Even huge maps only take a couple seconds while in max it can take forever. But might just be my hardware or my settings.


    I just don't like the Xnormal Cage tool. Seems really intuitive, in comparison to Max anyway.

  • KoKo5oVaR
    • December 17, 2013 at 9:25 PM
    • #4,807

    Mind blown, thanks step

  • penE
    • December 17, 2013 at 10:52 PM
    • #4,808

    Neat little trick .


    I'm working on a soviet KM-1 ejection seat. It will be part of a small scene to be rendered in cry engine, once their pbr update is out. Scene will be a cockpit of a jet with crazy little details everywhere .
    Thats the current state of the high poly for the seat (in Marmoset Toolbag 2):


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

    [Blocked Image: http://i.imgur.com/5wEsEBl.jpg]

    [Blocked Image: http://i.imgur.com/uT9TO4D.jpg]


    edit: hipster instragram version lol:


    [Blocked Image: http://i.imgur.com/eHc2nVe.jpg]

  • kikette
    • December 17, 2013 at 10:59 PM
    • #4,809

    Just awesome *_* Very credible !

  • Minos
    • December 18, 2013 at 7:26 AM
    • #4,810

    Nice modelling and great presentation penE, A+

  • penE
    • December 18, 2013 at 9:36 AM
    • #4,811

    Thanks guys

  • knj
    • December 18, 2013 at 9:50 AM
    • #4,812

    this is just HP with base polygon color's ? modeling vise it's great, but Marmo 2 makes great renders

  • penE
    • December 18, 2013 at 10:06 AM
    • #4,813

    Yeah, also applied a spec and a gloss map from the maps that come with the toolbag, but since the model isn't unwrapped properly it's only noticable in some very few areas.

  • kanine01
    • December 21, 2013 at 1:28 AM
    • #4,814

    [Blocked Image: http://i.imgur.com/yGW9wDG.png][Blocked Image: http://i.imgur.com/Lmg6leM.png][Blocked Image: http://i.imgur.com/PVhz0DI.png] I started making a sort-of historically accurate ancient Roman Gladius this afternoon.

  • Sigma
    • December 22, 2013 at 10:04 PM
    • #4,815
    Quote from kanine01

    [Blocked Image: http://i.imgur.com/Lmg6leM.png]I started making a sort-of historically accurate ancient Roman Gladius this afternoon.


    Maximus would be fond of this weapon, after all--his name is Gladiator. Nicely done -- although I do see a seam in there from symmetry. Don't know if that was intentional or not.


    I've been working on this a little bit today. Discovered a couple new modifiers that I am now fond of (shell and slice + convert to spline + sweep). German M42 helmet circa 1942.


    [Blocked Image: http://i.imgur.com/IVz1ZzX.jpg]

  • TermInator525
    • December 23, 2013 at 2:50 AM
    • #4,816

    [Blocked Image: http://i.imgur.com/9eKLrwol.jpg]It's my first weapon model (ever) I made. it took round about 6hrs for this highpolygon model with floating geometry (normal map). Its a bit long but my last model i made is several months old.I also want to unwrap and texture the weapon (lowpolygon version).

  • kanine01
    • December 23, 2013 at 4:01 AM
    • #4,817

    [Blocked Image: http://i.imgur.com/SwOnGH0.png]

    [Blocked Image: http://i.imgur.com/CRY6VRj.png]

    [Blocked Image: http://i.imgur.com/xdef2LI.png]

  • PogoP
    • December 23, 2013 at 3:32 PM
    • #4,818

    Doesn't need a 2048! Reduce dat shit.

  • kanine01
    • December 24, 2013 at 4:56 AM
    • #4,819

    You think so? When I started out it was at 1024, but it looked really blurry.

  • tomm
    • December 24, 2013 at 2:03 PM
    • #4,820

    maybe your UVs are not laid out effectively, imo a 512 map should be enough, depending on where you want to use that weapon, upclose viewmodel in an fps? or an action rpg that you see from a greater height? but 2048 really is an overkill.

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