penE Posted January 5, 2014 Report Posted January 5, 2014 After some quality time with the family, I finally had a few days to work on my ejection seat again . Started texturing today and while it's still a bit rough I like where it's heading . (Sorry for spamming so much images). Nerve, LATTEH, Pampers and 19 others 22 Quote
Jenn0_Bing Posted January 5, 2014 Report Posted January 5, 2014 You can spam all the images you want when they look that good! leplubodeslapin and penE 2 Quote
ShockaPop Posted January 6, 2014 Report Posted January 6, 2014 penE, spamm all you want, that still doesn't make your super-quality stuff look bad! Keep it up man! Quote
Fuzyhead Posted January 7, 2014 Report Posted January 7, 2014 Meh, you always get the loss if you post after penE... Made my final bake for the M2 Browning - 5,6k Tris / 3k Polys - 2k² Normalmap Quote
Sigma Posted January 8, 2014 Report Posted January 8, 2014 (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... ACE! Just start posting right after me and you will always look like the best Edited January 8, 2014 by Sigma Quote
charlie Posted January 8, 2014 Report Posted January 8, 2014 (edited) For a UDK scene I'm working on. Edited January 18, 2014 by charlie Quote
Fuzyhead Posted January 14, 2014 Report Posted January 14, 2014 @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: 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 cyberjunkie and TheOnlyDoubleF 2 Quote
knj Posted January 14, 2014 Report Posted January 14, 2014 can you post wires ? looks like you don't split uv's where hard edge is, at lest at the front part with holes in it, Quote
Fuzyhead Posted January 14, 2014 Report Posted January 14, 2014 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 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 Quote
knj Posted January 14, 2014 Report Posted January 14, 2014 (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 ? 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 January 14, 2014 by knj Quote
Fuzyhead Posted January 14, 2014 Report Posted January 14, 2014 (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: Edited January 14, 2014 by Fuzyhead cashed, LATTEH and TheOnlyDoubleF 3 Quote
Fuzyhead Posted January 21, 2014 Report Posted January 21, 2014 (edited) Finally baked the AO and normal and imported everything into the UDK. Feedback is welcome ! 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 January 21, 2014 by Fuzyhead Chimeray and penE 2 Quote
Sigma Posted January 30, 2014 Report Posted January 30, 2014 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: 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 :/ Quote
kikette Posted January 31, 2014 Report Posted January 31, 2014 (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 ). Edited January 31, 2014 by kikette Quote
Sigma Posted January 31, 2014 Report Posted January 31, 2014 (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 ). 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 January 31, 2014 by Sigma Quote
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