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Old 02-10-2007, 04:07 PM   #1 (permalink)
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Compatition #12 - Dark Ghost

Late 1800's style street lamp, with a little inspiration from nature.

WIP to follow.
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Old 12-10-2007, 07:21 AM   #2 (permalink)
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Low Poly - 996 tris




High Poly - 4260 tris




UV Map





Ok, let me start by asking what you all think about the UV Layout? good? bad? ugly? I know it's not perfect, but I think it turned out fairly well. There are some issues with the base of the curves, but otherwise i think i used the space pretty well.

Also, I am having a hell of a time with getting an AO map rendered out. It keeps coming out trashy and scattered. I am fairly sure I am doing something wrong, but I am not sure where I am screwing up. I've followed the

Can anyone suggest a good link for transferring a high poly normal map to a low poly object? I've never done it before but I'd like to try it here.

Please feel free to rip this apart with critiques and criticisms.

Thank you for your time,
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Old 12-10-2007, 07:32 AM   #3 (permalink)
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I think the unwrap is wasting a lot of space.

If you straightened out the curves, you could pack them much more tightly.
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Old 12-10-2007, 09:57 AM   #4 (permalink)
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Agreed, but how'd he do that?
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Old 12-10-2007, 10:00 AM   #5 (permalink)
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on that subject, i was thinking of rigging the thing, animating it to straighten, uv mapping it, then reversing the animation. maybe not the BEST way to do it, but it is one way.
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Old 12-10-2007, 01:32 PM   #6 (permalink)
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you can also just manually stretch the geometry out and have the UVW's done, then saving the .UV file, changing geometry back and then load the file!
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Old 12-10-2007, 04:33 PM   #7 (permalink)
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Quote:
Originally Posted by fabiodan View Post
you can also just manually stretch the geometry out and have the UVW's done, then saving the .UV file, changing geometry back and then load the file!
thats pretty much what i ended up doing. 8

not the best way, but decent enough, i guess.
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