Jump to content

Recommended Posts

Posted (edited)

@Fuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map. Otherwise...

:cool:  ACE! Just start posting right after me and you will always look like the best :v

Edited by Sigma
Posted

@Fuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map.

 

Yeah true, tried to fix it yesterday together with some other errors I've been told. So the reworked version:

 

m2_screenshot_v25_1yxkxg.jpg

 

m2_screenshot_v25_24nkts.jpg

 

The model itself is quite lowpoly, but I invested some more polys on the round elements like the handle. If someone still sees some errors don't hesitate to tell me please ;)

Posted

can you post wires ?

Sure, but I just received a strange render error with the normal map after reducing the normal to 2k. No idea what caused that problem... nvm mind them pls :D

 

m2_screenshot_v25_1_w3gr2m.jpg

 

But indeed, I didn't split the inner rings of the holes from the barrel in uv layout, but assigned different smoothing groups. That solution worked best for me so far. Tried both different smoothing groups and spilt uv shells (the transition between was quite obvious) as well as same smoothing group and uv shell (strange artifacts/gradients on the barrel). Would appreciate tips if you have some ;)

Posted (edited)

flnbwvoml86f.jpg

1. where i see a seam (a diffuse will probably cover this up) but you should split uv here and make a hard edge,

are you are using one smooth group or several ?
2. i would just bake out those screws, but if you want those as a geo, i would model it not bake it

of course this is just my take on it, there are many ways to accomplish your goal

Edited by knj
Posted (edited)

1. where i see a seam (a diffuse will probably cover this up) but you should split uv here and make a hard edge,

are you are using one smooth group or several ?

 

I'm using 2 smoothing groups, but they aren't split in the uv. Currently that works best for me like (see post above). I might check this again later, but unfortunately I have quite some thing to do. But thanks for the tips, I really appreciate it.

 

Anyway, just finished my lowpoly bake of the Foxhound I'm working on as well- exterior only 9,7k Polys and 17,8k Tris:

 

screenshot_v55_4tdo0s.jpg

Edited by Fuzyhead
Posted (edited)

Finally baked the AO and normal and imported everything into the UDK. Feedback is welcome !

 

Foxhound_02.jpg

 

Oh and knj, I also split the holes of the M2 Browning in the uv layout as well and looks much better now, thx :)

Edited by Fuzyhead
  • 2 weeks later...
Posted

LSbgCJ8.png

 

OKG8FON.png

 

 

 

Just ran through some simple low level tutorials tonight to brush up on some basic skills. Textures courtesy of Andrew Gahan. Tutorials from his book "3ds Max Modeling for Games" as seen here: 

510unzQS1rL._BO2,204,203,200_PIsitb-stic

 

Taught me a couple of new methods to uvmap and texture that I find useful -- but utilizing them in a production setting will confuse me for a bit so I shall have to practice them :/

Posted (edited)

Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).

 

GUID-D43D9C8D-87A0-4F2A-A39A-C341FA1B528

Edited by kikette
Posted (edited)

Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).

 

GUID-D43D9C8D-87A0-4F2A-A39A-C341FA1B528

 

I have not gotten into them, but I knew they were there. I want to try them though. How different are the tools in there from say the regular command panel on the right?

Edited by Sigma

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...