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Posts by Bunglo

  • Hard edge normals

    • Bunglo
    • July 23, 2012 at 12:12 PM

    Here's the same cube and bake in UDK:

    [Blocked Image: http://i.imgur.com/Q2dT8.jpg]

    I didn't do anything else, default .ase export settings, didn't flip the green channel of the normal, tc_normamap compression settings on import, compression no alpha on import.

    Here;'s the material setup to, as basic as it gets:

    [Blocked Image: http://i.imgur.com/E6gVZ.jpg]

    knj new post:

    Yeah, normals look fine, have you tried re-flipping the green channel yet?

  • Hard edge normals

    • Bunglo
    • July 23, 2012 at 11:51 AM
    Quote from knj

    bunglo can you post screen of that lp cube, only shaded without normal map ? (the one that is ok)

    It's just a cube with 3 smoothing groups applied to it (so all hard edges, think that's what they're called in maya) and a flatten mapping operation on the UVs (none of the UVs are stitched together.)

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

    Quote from e-freak

    you need to rebake the normalmap after you put everything in the same smoothing group!

    lol I did rebake it We all know that non-synced bakers don't work well with 1 smoothing group on them sharp angles.

    Knj, you're best bet would be to look up baking tips with xnormal for udk. I don't use xnormal or maya but there's no program that has a synced baker with UDK (so far as I know anyway) and there's various things that need to be kept in mind when creating an asset for udk.

  • Hard edge normals

    • Bunglo
    • July 23, 2012 at 11:00 AM
    Quote from PogoP

    Just bevel those edges. Your low poly has to reflect your high poly in shape as much as possible, so try and round off the edges as much as it is in the high poly, without being so... high poly. The low poly cube you have at the minute has some very hard edges and there's no way that your normal map will be able to hide that.

    I don't think that beveling the edges is really necessary for something like this. I just did a quick test bake in max of the same thing using a xoliul shader to render in the viewport:

    [Blocked Image: http://i.imgur.com/x1q6P.jpg]

    You can try beveling them though and see if you get a better result but honestly, it looks like the green channel is flipped. I know you said you flipped it already but maybe that wasn't necessary?

    I'm not familiar enough with xnormal to help but you're going to need to read up with how it works in relation to UDK.

    Quote from seir

    1) make sure to set one smoothing group on whole model

    If he has 90 degree edges (assuming you're talking about the lp) and bakes with 1 smoothing group, he'll get similar results to the UDK shot.

    EDIT: Here's the same cube with 1 smooth group:

    [Blocked Image: http://i.imgur.com/Q16te.jpg]

  • Battlefield 4

    • Bunglo
    • July 19, 2012 at 11:30 PM
    Quote from Marvin.Star

    Although... mechs just might get me... hehe. Samurai mechs that is, I'm talking Escaflowne feudal age japan or something. The classes could be: Battle Field Ninja/ Shinobi (recon), Samurai (assault), Yari Ashigaru / Spear Man (support), and Engineer (engineer). I figure every class can carry ranged weaponry of some sort, and 'vehicles' would be horses, light horse drawn wagons (could have mounted weapons), and Escaflowne style mechs ftw (these mechs could have flying and ground versions that function much like tanks and jets). :derp: by Escaflowne style I mean mechs that use essentially medieval weaponry: swords, axes, claw hands, some of them use extending metal blades for cool ranged attacks )

    So basically a shitty anime game.

  • Steam summer sale 2012!

    • Bunglo
    • July 15, 2012 at 8:28 AM

    Flash sale on the batman series, now the harley dlc is $3.40.

    BULL SHIT!

  • Steam summer sale 2012!

    • Bunglo
    • July 14, 2012 at 11:34 PM

    I wish companies would stop with this digital distribution platform exclusive bs. Went to buy the harley dlc for batman but I didn't buy arkham city through steam.

    Bought blueshift and opposing force though, less than $3

  • GTA V

    • Bunglo
    • July 12, 2012 at 10:42 PM

    *screams like little school girl*

  • Random Photo Thread

    • Bunglo
    • July 11, 2012 at 10:35 PM

    Chris supplies all of the latest battlefield marketing references.

  • Your favorite TV show's are.....??

    • Bunglo
    • July 10, 2012 at 11:33 PM

    Futurama

  • no more room in hell

    • Bunglo
    • July 8, 2012 at 4:26 AM

    I was almost apart of the zombie panic source team but I couldn't unwrap my own shit back then.

    Doesn't have anything to do with the topic but just thought you'd all like to know that little tidbit about my life...

  • Latest Issue of PC Gamer UK (242)

    • Bunglo
    • July 7, 2012 at 12:43 AM
    Quote from Thrik

    Let's see a photo, fool!

  • Mission Improbable WIP thread

    • Bunglo
    • July 5, 2012 at 12:06 AM

    Hell yes, I want to test this map yo!

  • Skype group

    • Bunglo
    • July 1, 2012 at 10:46 AM

    There's a couple guys who joined in like 98', that's about it.

  • Happy birthdday Thiago Klafkeeee

    • Bunglo
    • June 30, 2012 at 2:52 AM

    Now I know why all the OG mapcorians missed you, KoKos.

  • The random model thread!

    • Bunglo
    • June 23, 2012 at 4:01 AM

    Hmmm, you've given me something to think about, Philip.

    I've only attempted a few environments (think I pussed out on all of them) and when I first tried them, they were areas you could walk around in and look at from any angle. I started looking at what others were doing (guys who were in the industry) and they all, or nearly all, seemed to be doing these camera based pieces. I personally didn't understand why, other than maybe it was easier. After a couple more failed attempts at doing the walkable pieces, I figured the camera based ones were simply quicker (and perhaps simpler?) to do and if it was getting people in, why not just do what's quicker.

    Maybe that's not the right mentality? I don't know, I certainly enjoyed trying to make a piece you could "play" a lot more than trying to stick to the camera angle thing, but the biggest killer for me is I just have terrible ideas for what might look cool.

    Perhaps I should just have a go at it again anyways.

  • Happy birthdday Thiago Klafkeeee

    • Bunglo
    • June 21, 2012 at 11:26 AM

    High five!

  • The random model thread!

    • Bunglo
    • June 20, 2012 at 3:02 AM

    Composition blockout. Still racking my brain on how to balance the lower left corner with all that geometry in the upper right. The painting I'm using as my reference has all of these donkeys and stuff leading the eye back to the main area of focus, as well as balancing out the overall composition, but I don't want to model donkeys

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

  • FunnyJunk sues American Cancer & National Wildlife Fed.

    • Bunglo
    • June 19, 2012 at 9:46 AM
    Quote from Minos

    Am I supposed to know who or what FunnyJunk and The Oatmeal are?

  • The Desert

    • Bunglo
    • June 18, 2012 at 11:35 AM
    Quote from d1ver

    I have a whole lecture about that actually but it's in flipping russian.

    Yeah, I was a sad panda when there was no subtitles for those vids but that image is a nice summary of what to keep in mind.

    Thanks duders

  • The Desert

    • Bunglo
    • June 18, 2012 at 12:46 AM

    Welcome, d1ver!

    Saw this when you posted it up on polycount. Both your making of videos have been really helpful for me but especially the conceptual one. Finding something that's worth looking at is, for me, the most difficult part. Not to mention pulling off the composition correctly and all that awesome foundational stuff (which I suck at.) This entire breakdown has been an incredible reference I'm constantly going over while I work.

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