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The random model thread!

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Yeah I watched that tutorial about a week ago. My only problem with it is that it doesn't use subdiv, you model it high poly from the outset, and can't go back and make little changes.

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Moar baking practice! Going to attempt to make a modular set of these, it's quite fun to do, and easy to create variety with the wonders of high poly baking :D

wall_160x160-2.jpg

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Sweet sculpt!

I also think that his legs are a little long, looking like arms. I'd think they'd come out more from under his body instead of coming out the sides. But nice work so far! Don't go too crazy on detailing it before you ge tthe shapes in, I had to learn that the hard way :P

Here's something I've been working on, following Peris tutorial, but I've been having a hard time projecting a good normalmap. I finally reached a point where I feel like I'm in the right path:

Brickwall005.jpg

Brickwall001.jpg

Brickwall002.jpg

The Normal map for this one, straight out of max and in dire need of fixing: http://i635.photobucket.com/albums/uu75 ... all003.jpg

First failed attempt: http://i635.photobucket.com/albums/uu75 ... all004.jpg

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hmm I think you could get a much better low poly mesh by running your high poly mesh on polycrunch or something instead of just using bevelled boxes.

You could alternatively try to render a displacement map on Zbrush, apply it to a zbrush plane and set the iteration value really low. I remember some dude doing that for a rubble pile asset on polycount.

Another good idea would be to rotate some of your bricks, scale them inwards/outwards, to create more depth variation.

Hope that helps :D

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hey arhurt are you baking with 3dsmax? max has a normal baker that doesn't work properly with it's own viewport shader (stupid i know), that's probably why you are getting all these shading problems. I'd try using xnormal for baking :)

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