| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#14 (permalink) |
|
Senior Member
|
Took a couple hours today to model the low poly. It's currently around 1400 triangles which gives me plenty of room to add detail when I start testing the normal map. Of course, I can probably get it lower with optimizations if required.
http://img524.imageshack.us/img524/2483/glch04mw9.jpg Last edited by chris holden; 01-10-2006 at 08:53 PM. |
|
|
|
|
#15 (permalink) |
|
Senior Member
|
Quick normal map test, clearly littered with bugs, but a few sections worked out nicely. Also optimized the mesh down to 1100 triangles while UVing.
http://img303.imageshack.us/img303/3846/glch05kz2.jpg Next step will be cleaning out all those normal rendering bugs, and adding addtiional detail where it's needed. Last edited by chris holden; 01-10-2006 at 08:52 PM. |
|
|
|
|
#17 (permalink) |
|
Senior Member
|
It shouldn't be too tough. I need to single out the two pieces in at the back (the most noteable errors), and fix up the smoothing groups (weird verticale lines) on the front side piece. Then regenerate the normals. From there, all other fixes are small touch-ups, and final materials should clean any other weirdness out. I'll try to get another update out tonight after my current obligations.
|
|
|
|
|
#18 (permalink) |
|
Senior Member
|
Still much to do here, but I cleaned up the normal map some, and tossed down temp diffuse and specular maps to give a better idea of the final. Rotated the lights around the weapon to show the material in action. All max viewport screen grabs.
http://img72.imageshack.us/img72/6609/glch06la3.jpg Last edited by chris holden; 07-10-2006 at 01:30 AM. |
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |