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#2 (permalink) |
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Industry Artist
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Looking good, mate.
I'd put a small bevel on all of those right angled edges, it'll help the normal map generator to catch them and make them more obvious in the low poly. There's a chance the normal map could miss them altogether (because two parallel polys, even though they are at different depths, will still have the same normal angle in the eyes of the generator). |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#4 (permalink) |
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Senior Member
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Although it's very busy, I think it has a nice flow to it and fits the theme well.
I agree with Talon's comments that you'll need to bevel/chamfer some of those hard angles. Look forward to the texture ![]() |
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| The Following User Says Thank You to requiem2d For This Useful Post: |
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#5 (permalink) |
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New Member
![]() 15
- 6
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Thanks for the great feedback guys! Clearly, there are some pieces I haven't beveled/chamfered/etc as of yet, but I will get right on it! I also share some of your reservations as to whether or not my low will be able to catch all of the high's detail. I'm playing with it today, so we'll see. New post by the end of today!
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