Tempust85 Posted August 8, 2014 Share Posted August 8, 2014 Tris: 1,535 Boothand, Maksman, Bek and 7 others like this Link to comment
AshuraDX Posted August 8, 2014 Share Posted August 8, 2014 soooooo do you plan to create a highpoly mesh to bake Normal maps from or will you take the route I took with mini's AT-ST ? Link to comment
Tempust85 Posted August 9, 2014 Author Share Posted August 9, 2014 I will for the big parts to get things nice and smooth, but smaller details I'll just use ndo. Will be sitting for hours otherwise lol for the same result. Link to comment
eezstreet Posted August 9, 2014 Share Posted August 9, 2014 Nice work!Got some hand models in the works? Link to comment
Tempust85 Posted August 9, 2014 Author Share Posted August 9, 2014 I will soon. I also will be making a higher quality first person model. eezstreet likes this Link to comment
Tempust85 Posted August 9, 2014 Author Share Posted August 9, 2014 Highpoly: Bek, Maksman, swegmaster and 1 other like this Link to comment
eezstreet Posted August 9, 2014 Share Posted August 9, 2014 Nice work. Vert/object count? Link to comment
Tempust85 Posted August 9, 2014 Author Share Posted August 9, 2014 ALOT lol, that's the high poly model I'll be baking details from for the ingame models. Finer details will be done in photoshop. Link to comment
Tempust85 Posted August 10, 2014 Author Share Posted August 10, 2014 Update, along with better lighting: Bek and Maksman like this Link to comment
Tempust85 Posted August 11, 2014 Author Share Posted August 11, 2014 Update: Low poly world model. Normal map + AO bake + basic colors. Omicron, therfiles, eezstreet and 6 others like this Link to comment
eezstreet Posted August 11, 2014 Share Posted August 11, 2014 From a distance, it actually looks pretty much the same as the original model. That's definitely saying something, since you don't even have real textures on it. Link to comment
AshuraDX Posted August 11, 2014 Share Posted August 11, 2014 nice work , I guess you'll now switch to nDo2 to create the stock&grip details ? Tempust85 likes this Link to comment
Tempust85 Posted August 11, 2014 Author Share Posted August 11, 2014 Yep. I'm going to also add a cavity map and see how it goes. The normals were baked in Max as Xnormal never behaves for me when it comes to normal maps. Link to comment
AshuraDX Posted August 12, 2014 Share Posted August 12, 2014 wow , I never had trouble with xnormal Link to comment
Tempust85 Posted August 12, 2014 Author Share Posted August 12, 2014 I always get funky shadows, whether I use smooth groups on the low poly or not. Link to comment
Tempust85 Posted August 12, 2014 Author Share Posted August 12, 2014 Update: Diffuse + Spec (only a light amount, with it really shining on the chips) + Normal Map Circa, swegmaster, therfiles and 8 others like this Link to comment
eezstreet Posted August 12, 2014 Share Posted August 12, 2014 Whoa, that looks excellent. Are you using the same textures for the first person model? Link to comment
Tempust85 Posted August 12, 2014 Author Share Posted August 12, 2014 The view model version will have larger texture maps (2048x) and a higher quality mesh at around 2500 tris for rounder cylindrical objects mainly. Link to comment
eezstreet Posted August 12, 2014 Share Posted August 12, 2014 Nice. How are you on positioning? To me, the weapons in first person are too small, and I ultimately wanted to try and nail the same feel as Doom 3 has with their weapons. Link to comment
Circa Posted August 12, 2014 Share Posted August 12, 2014 I thought they were too big. And unrealistic looking. But maybe it's just me. Link to comment
Tempust85 Posted August 12, 2014 Author Share Posted August 12, 2014 Trial and error I suppose. Link to comment
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