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Posts by paranoidMonkey

  • The random model thread!

    • paranoidMonkey
    • May 28, 2014 at 11:34 AM
    Quote from FrieChamp

    Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?


    What e-freak said is true. Game engines always triangulate.

    But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh.

    And you don't want your normals to look different when you import a model to the game engine.


    Of course you can keep a clean version of the model, for further iterations.

  • Counter-Strike: Global Offensive

    • paranoidMonkey
    • May 14, 2014 at 9:57 AM

    External Content www.youtube.com
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    Don't know if you guys watched this one.

  • The random model thread!

    • paranoidMonkey
    • May 6, 2014 at 6:44 PM

    Just a model I'm working on, it's not for an FPS so it may have too much detail, but.. we'll see.

    Made in zb, now let's retopo this little fcker.


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

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 29, 2014 at 11:43 AM

    Did you solved it already? If not I'm open to bake it and try to see what's wrong.

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 22, 2014 at 6:17 PM

    marnamai: meh..

    Well another thing I noticed is that you're not using edge padding. Try baking it with at least 6 or 8 pixels.

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 22, 2014 at 5:35 PM

    Did you tried that with the different smoothing groups bake?

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 22, 2014 at 5:21 PM

    Well I'm not a max user, I'm not able to answer software related questions, sorry.

    But I think the 3ds max render uses +X -Y +Z so you have to invert the normal map's green channel in photoshop or bake it that way in xnormal and that should work.

    Otherwise, try Marmoset Toolbag, it's a pretty cool tool for game model preview and render.

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 22, 2014 at 3:43 PM

    Everywhere there is a seam should be a "hard edge/split edge" or smoothing group. Try using a different smoothing group for each UV island and bake it.

    You can use cages in the 3d view of xnormal. At the top would be a box with "View cage" and when you click on it should appear another "Edit cage" and a slider so you can extrude/scale the cage.

    The cage should encompass the entire Highpoly model. Then save cages and bake.


    Another thing, not related to your baking problems, you should optimize the uv space a little more imho.


    EDIT: Don't forget to use the option "include smoothing groups" while exporting you models.

  • Normal map seam problem + artefacts in xnormal

    • paranoidMonkey
    • April 22, 2014 at 3:27 PM

    Are your seams "hard edges" (on a different smoothing group)? They must be.

    For the other artifacts try using cages while baking with xnormal.

  • Source 2 demo with a re-do scene from HL2

    • paranoidMonkey
    • April 1, 2014 at 4:28 PM

    Well this looks amazing!

    But why would they remake the first level of HL2? and keep the original image of Wallace Breen?


    Would love this to be true.. but I'm betting on a April fools joke.

  • What have you watched recently?

    • paranoidMonkey
    • March 17, 2014 at 1:03 PM

    True detective was a blast, great series overall. I cannot recommend this enough.


    Watched Stalingrad (2013) yesterday, despite not being a great movie, it looks gorgeous and its quite fun to watch.

    It's something like 300, but in Stalingrad during the ww2.


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  • Respawn Entertainment's - Titanfall

    • paranoidMonkey
    • March 15, 2014 at 11:29 PM

    ahah you are too busy making money so you can buy some free time?

  • Mini Challenges feedback thread

    • paranoidMonkey
    • March 11, 2014 at 12:01 PM

    Filled. Looking forward for new mini challenges and stuff. Bring it on!

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • paranoidMonkey
    • March 10, 2014 at 11:45 PM

    I Verified cache integrity on the SDK only and solved the problem for me.

  • DE_CROWN wip by FMPONE and Volcano

    • paranoidMonkey
    • March 8, 2014 at 1:40 PM

    Awesome stuff! Can't wait for the articles.

  • [Weapon] Red Cross Dual Special

    • paranoidMonkey
    • March 7, 2014 at 11:27 PM

    I like it!

    PogoP said everything.


    Bake it!

  • MapCore's Mini Texturing Challenge #01 | CS:GO Stickers | Submissions

    • paranoidMonkey
    • March 5, 2014 at 11:15 PM

    Workshop


    EDIT: Changed the presentation a bit.


    [Blocked Image: http://i.imgur.com/pLqO88O.jpg]

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

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • paranoidMonkey
    • March 5, 2014 at 12:19 PM

    oh that's a good one! thanks


    EDIT:


    [Blocked Image: http://i.imgur.com/jiDB81W.png]

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • paranoidMonkey
    • March 4, 2014 at 5:40 PM

    wich version should I use? K33P or 1337?


    [Blocked Image: http://i.imgur.com/esmkxU3.png][Blocked Image: http://i.imgur.com/8o7NLvW.png]

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • paranoidMonkey
    • March 3, 2014 at 7:21 PM
    Quote from LATTEH

    Is this better? i tryed to add more contrast.


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


    Yeah the shape is a lot more readable at distance.

    About the contrast, something more like this would look better imho.

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