-HP- Posted March 31, 2010 Author Report Posted March 31, 2010 ":2glruh6o]you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop. Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map. Could you elaborate on that? The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense. Actually Minos, there's a much much easier trick that I learnt yesterday. A friend of mine told me about it, so I haven't tried yet, but basically what you do is right click on the floater and untick "Cast shadows" AND tick "backface cull". This of course, if your rendering on Max, and this settings should be used to render the AO only, for the NM put those values to default. If your using xnormal there's also a way, go to the Ambient Occlusion bake properties and tick "ignore backface hits". Happy Baking! Oh and for those that doesn't know what a floater is, a pic is worth a thousand words so: High Poly with floaters: Low poly (just a box with the normal map applied to it) Quote
ElectroSheep Posted March 31, 2010 Report Posted March 31, 2010 I just see the floating object method yesterday, that a cool method and easy to use. Quote
KungFuSquirrel Posted April 2, 2010 Report Posted April 2, 2010 Yeah, it's a super nice way to get results, especially when you're dealing with flat textures. Almost all of Quake 4's level textures were built that way: http://iddevnet.com/quake4/ArtReference ... ngTextures Quote
Pericolos0 Posted April 4, 2010 Report Posted April 4, 2010 I always bake my floaters seperately and then just combine the maps in photoshop . Another method i like using is modeling floater details on top of the uv sheet, instead of the model!Keeps the baking and map compositing fast and efficient Quote
jaboo224 Posted April 4, 2010 Report Posted April 4, 2010 wow ! thanks for this thread HP and dudes. Im definitely going to use this technique on my next model ! also HP. awesome wall section! thats badass! Quote
-HP- Posted June 20, 2011 Author Report Posted June 20, 2011 Started this High Poly last week, based of a concept from Brink. Quote
sarge mat Posted June 20, 2011 Report Posted June 20, 2011 Reminds me of WALL E. Love all the little details on the arm at the front. Nice work. Quote
Nysuatro Posted June 21, 2011 Report Posted June 21, 2011 Looks great, what is the scale of this object? Quote
-HP- Posted June 21, 2011 Author Report Posted June 21, 2011 Danke gentleman's! Nysuatro, It's height is slightly taller than a human. I'll put it on a nice environment with some scale references when it's done! ) Quote
Serenius Posted June 22, 2011 Report Posted June 22, 2011 Really slick stuff, HP. Is that one of them there fancy bomb disposal robots? Quote
ElectroSheep Posted June 22, 2011 Report Posted June 22, 2011 Wow helder For this type of mesh, I wonder how to make a good baking, I really don't know about that. Me, I just make a low poly and some HP elements separatly after that (generally, floatting model). But never a full detailled High Poly. Quote
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