|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 21
- 1
|
Competition #10 - Oak
Hi, Im quite new at this, so my model is being made on how Im able to do it versus wath I would like to do. Anyway Im happy with it so far.
The concept behind its that it is like an arm band wich you stripe on pull the lever and get some nanobot infusion into you for tissue repair and organ reconstitution. (love to make up background for stuff ;P). Comments and critics are very apreciated. ![]() ![]() |
|
|
|
|
#5 (permalink) |
|
Frequenter
|
Well i think the wire could be improved a lot by removing some of the radial edges/edgeloops.
Your model would also highly benefit from a normalmap. just model some screws, switches, displays and stuff like that onto your model and bake a normalmap from that. For the Texture i´d add some scratches and some bare metal where you have those sharp corners. in the more recessed areas you could add some grime and dirt. if you´re having trouble with texturing check this out: Hard Surface Texture Tut oh and try to add an ambient occlusion pass into to your colormap. |
|
|
| The Following User Says Thank You to Pacer For This Useful Post: |
|
|
#6 (permalink) | |
|
New Member
![]() 21
- 1
|
Ok, thanks for the tips, sorry but Im kinda new to all this, when you say
Quote:
Ty for the tips ![]() |
|
|
|
|
|
#7 (permalink) |
|
Frequenter
|
well i was referring to the edges in the direction i´ve marked for you:
radialedgeloops.jpg i think you can get rid of some of those edges, and reduce your tri count a fair amount. The ambient occlusion pass is no must but if you´re following the above tut it´s always a good start. |
|
|
|
|
#8 (permalink) |
|
New Member
![]() 21
- 1
|
Thx, I really dont know how to remove those, but you are rigth, some of are of no use, by removing them will I affect the front or outside of the model?
Also, normal maps affect the geometry rigth? By doing so dont they increase the poly count? Last edited by Oak; 09-07-2007 at 04:23 PM. |
|
|
|
|
#9 (permalink) |
|
Frequenter
|
well you don´t have to remove the whole edgeloop, you can remove certain unneeded edges.
you´re using max? right? so here´s how you can remove those edges:
or you can just weld some of the verts to get rid of some edges or even use collapse when you´re in edge selection mode. normalmaps: they don´t increase the polycount, though you most likely will need a second version of your model with more detail and therefor a higher polycount. but you just use the detailed model to bake your normalmap onto your lowpoly mesh. google that stuff if you need more info about it (i´m no pro with that so that´s about all i can tell you about normalmaps )Last edited by Pacer; 09-07-2007 at 04:34 PM. |
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |