Steppenwolf Posted July 25, 2012 Report Posted July 25, 2012 There are plenty of threads about tanks and armoured vehicles on polycount that you can check out to get an idea what the hp mesh is for. Btw Seir there is also another method other then chamfering to fake smooth edges. This seems to be quite popular with people who use only ndo for their normal maps: Quote
RedYager Posted July 25, 2012 Report Posted July 25, 2012 Normal map will smooth all the edges you want and it's a blast for your model. There's a way to fake it by chamfering the edges and changing vertex normal so there will be no problem with weird gradients. Anyway, you should think about making a high-poly model Would I be faking the smooth edges for the low poly mesh though, or is that for the high poly? One thing that concerns me is that the normal map will have to be a certain high resolution for the slightly smoothed edges on the main body of the vehicle to show up well. Quote
Steppenwolf Posted July 25, 2012 Report Posted July 25, 2012 Faking is for a low poly if you don't want to make a hipoly for it. Quote
mjens Posted July 25, 2012 Report Posted July 25, 2012 There are plenty of threads about tanks and armoured vehicles on polycount that you can check out to get an idea what the hp mesh is for. Btw Seir there is also another method other then chamfering to fake smooth edges. This seems to be quite popular with people who use only ndo for their normal maps: There's a way to reduce polycount with only one chamfer and nice smoothing. Here you go: With "Edit Normals" you can "fake" some lighting information, still baking normal map is better but if you need to make a little prop and save memory with not using normal in separate DDS file then it's a good idea to do that. Quote
Pericolos0 Posted July 25, 2012 Report Posted July 25, 2012 yeah hand editing vertex normals like that is pretty much part of my modelling workflow. I do it on almost everything i make i think Quote
Steppenwolf Posted July 25, 2012 Report Posted July 25, 2012 Of these examples only number 3 has a similar effect as the one that i posted and it has a higher tricount actualy. Here is the thread on polycount where i got the trick from. Check it out: http://www.polycount.com/forum/showthread.php?p=1615904 It does a pretty good job imo. You can't really tell that the props haven't been baked. Quote
mjens Posted July 26, 2012 Report Posted July 26, 2012 Yep, 3 looks nice in 3DSMax but I've noticed that 4 looks also cool in game engine and it has lower triscount Still the bevel technique is nice Meanwhile in Russia: Quote
Froyok Posted July 27, 2012 Report Posted July 27, 2012 but you get ngon there Of course, it's just an example. Quote
penE Posted August 17, 2012 Report Posted August 17, 2012 Felt like sculpting some wood today and it was really fun. I am thinking of doing a small scene in the style of this red steel concept art: http://i.imgur.com/hyQ08.jpg Quote
Mr. Happy Posted August 20, 2012 Report Posted August 20, 2012 I reworked the weapon I made shaving several thousand triangles off of it, created additional LOD models, remapped the U/V and smoothing groups for greater efficiency and texel density, reworked the texture, eliminated the redundant styles, added a self-illum mask to the 'stickies,' modded the stock particle effects for it, and created two small little promo scenes in Source Film Maker, which I didn't know how to do before. Workshop page - please rate and comment. View in 3D at p3d.in Quote
penE Posted August 21, 2012 Report Posted August 21, 2012 Nice weapon Mr Happy So yeah, my corridor now has walls and a floor, exciting. Quote
PogoP Posted August 21, 2012 Report Posted August 21, 2012 PenE dude that is looking badass. Could you post the texture flats? Would love to see them! Quote
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