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Old 14-10-2007, 02:44 AM   #11 (permalink)
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Thanks for the comments guys! Its nice to get that support

Ya i did get that rust running horizontal comment from simon too so ive shreaded it down and added the virticle rust in there a few places as planned. Im nearing completion on my texturing. Just trying to polish it up in certain areas.

I have a few more things to do but I am getting really close. I think I will be finished in the next few hours or by tomorrow at least.
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Old 14-10-2007, 04:25 AM   #12 (permalink)
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Okay well I am about done now with this model so i rendered out some shots and the texture maps.



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Old 14-10-2007, 01:04 PM   #13 (permalink)
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Nice! Looking real good.

What's the first texture map, though? I've seen it before and never really knew what it was for.

EDIT: Oh, wait. Isn't it just the thing you get when you bake your UVs? Though it looks so much like the thing you get when you bake "normals" in Blender...

I'm confused. :s
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Old 14-10-2007, 01:08 PM   #14 (permalink)
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Quote:
Originally Posted by Jarnauga View Post
Nice! Looking real good.

What's the first texture map, though? I've seen it before and never really knew what it was for.

EDIT: Oh, wait. Isn't it just the thing you get when you bake your UVs? Though it looks so much like the thing you get when you bake "normals" in Blender...

I'm confused. :s
Thats created using a plugin for 3dsmax called texporter, what it does is create a map you will later use in photoshop to paint on top. Its kinda like a blueprint to were to paint.
Its no used on the final model whatsoever, only for the texturing part.
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Old 14-10-2007, 01:20 PM   #15 (permalink)
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Might want to incorporate an alpha for the broken glass. Cheers
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Old 14-10-2007, 02:28 PM   #16 (permalink)
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^ what he said, also try pulling back the plane behind the glass to add more depth, the glass / panel looks very flat now. Other then that, amazing work, really nice job on the normals / texture, and all within the limitations of the compo! Good luck!
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Old 14-10-2007, 03:31 PM   #17 (permalink)
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Quote:
Originally Posted by bitmap View Post
Thats created using a plugin for 3dsmax called texporter, what it does is create a map you will later use in photoshop to paint on top. Its kinda like a blueprint to were to paint.
Its no used on the final model whatsoever, only for the texturing part.
Yeah, I had seen it with texporter before, but when you bake so called "normals" in Blender you get something like that too. Anyway it confused me because I thought he used it as a map.
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Old 14-10-2007, 04:50 PM   #18 (permalink)
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ya you can see the texporter texture applied to the model on the first page. I used it to paint on top, makes things faster and easier.

I actually do have an alpha for the glass. But Its just not really noticeable because the distance inst that great.

Im working on a final render now
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Old 17-10-2007, 01:29 AM   #19 (permalink)
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K posted my finals

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