Doh! The updated one IS on the left lol, I thought it was on the right. I should really check these things before posting ![]()
Posts by PogoP
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Legend of Zelda: Ocarina of Time on the 3ds....
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In those paintovers, you've actually decreased the contrast and I think it looks less appealling...
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Just watched all of those videos, the gel stuff looks really good fun!
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I found it a little annoying!
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New 2d-esque Donkey Kong?

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I've made a little progress, it's finally baking properly once I chamfered the edges. Ignore the AO artifacts, they're from the more complex high poly.
There's definitely still some shading issues, but I'm getting there

[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/smoothingobjectprogress.jpg]
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It doesn't, I've used turbo smooth and the edges are smoothed over.
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That little girl was so cute! But this whole 'playing with your hands' thing is so stupid

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Who's this annoying girl they have talking about Kinect? So fake!
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I'll try it, but that sucks that you have to chamfer everything

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Well, object space normal mapping works perfectly and looks great, but they're not used in games, right?

[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/smoothingobject.jpg]
I've really been messing with this and cannot for the life of me, figure it out. Argh. At the moment, the issue seems to be that there are weird shading issues based on the topology of my model, and the normal maps are not looking 'smooth', there are transitions on flat surfaces that should not be there. Take a look at the following:
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/smoothingobjectprob.jpg]
You can see where the normal map changes based on the topology of the mesh. Hrrm.
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What will the meshsmooth do to it? I'm using turbosmooth for the high, will applying it to the low poly with 0 iterations just smooth the faces?
Any more ideas would be really appreciated; smoothing issues are the bane of my existence.
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I've used autosmooth and tried it at different thresholds, and it all seems to look crap

I am using Xnormal too. I must be doing something wrong. Any idea what's going on? I could upload the Max file.
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Hey guys!
I've been doing a quick normal map test, but I'm coming across a few issues with shading across smoothing groups. What's the best way to go about smoothing this piece? It has weird smoothing that seems to make it look like there are more triangles on the model than there really are!
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/smoothingissue.jpg]
I have a high poly model baked onto a low poly. Does the smoothing of the low poly before baking effect the normal map? I tried a few different smoothing groupings on it and tried baking new normal maps, but it looked the same each time.
Cheers fellas.
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That engine looks archaic!
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I can see the appeal if, say, you played it with friends... But even then, me and my housemates sat down and played it on the Snes a few weeks back and we turned it off after 15 mins!
I would change what I said to 'Mortal Kombat sucks', but I tried Mortal Kombat vs DC Universe too, as well as some others and hated them!

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Fighting games suck. I bought a Snes a while back and tried playing Mortal Kombat and was bored out of my brain. Can't please everyone I spose!
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Looking really good man. Could we have a cheeky look at your assets by themselves, seperated? I'm interested in pursuing modularity for an environment I'm working on, and would love to see how you did it.