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Old 30-11-2009, 06:50 AM   #11 (permalink)
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Nicely done. You have almost 1000 tris to play with, maybe add some details on the turbine like a few more segments on the fan-cone and the bolts (just simple 6-sided ones) on the support thing?
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Old 30-11-2009, 05:57 PM   #12 (permalink)
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Hi Urgaffel - Thanks for your replies!! Without you, I feel like I would be talking to myself...

Yeah, I have a few hundred tri's to go, Im pretty sure I will need all of them plus some... Im most concerned about the piping details. Im pretty sure I will gain a few tri's when I do my final mesh optimization at the end though.

Question: Does Maya'a hardware render count as realtime? Or will I need to bring the mesh into UT3? Im concerned about the time limit... I *would* like to get some sleep over the next week!
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Old 30-11-2009, 06:18 PM   #13 (permalink)
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You can display the model in a viewport max/maya etc as its realtime, although I'd recommend putting it into the udk if you have the time
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Old 01-12-2009, 02:56 AM   #14 (permalink)
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This is my lowpoly mesh so far. I have done test bakes as I have been going along, and it is looking good. 2950 tri's so far, i might be able to find 100 or so if i really optimize it... We'll see. Wish I had more for the pipes etc. I also wish I was progressing faster - I wanted to have the UV's done by today... damn. Oh well, sleep time!
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Old 01-12-2009, 06:06 AM   #15 (permalink)
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Hmm, I think you could take out the loop you added on the box at the bottom and put those polys into the cone instead. The cone is only 6 sided, would be nice if it was a bit rounder. Or not, depends on the look you're going for of course. But that loop can still come out, it won't make much difference to the look of your model
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Old 02-12-2009, 11:23 AM   #16 (permalink)
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Ok, so I spent the nite finishing my lowpoly mesh and UV mapping it. Im just under the poly limit, with about 20 tri's to spare. I have probably half an hour more of UV tweaking, then I will start to bake out my normal and ambient occlusion maps.

Will post more screenies soon!
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Old 02-12-2009, 11:38 AM   #17 (permalink)
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Quote:
Originally Posted by b1skit View Post
..."retopologize"...
I think I just found my new favorite word!

You have a nice project so far.

I noticed that the muffler tubing thingy on the bottom only has one layer of polys around the opening. you might want to give it some depth or else it will look paper thin in-game at most angles. I know you UVed it already, but it shouldnt take long to fix and re-UV that one piece.

Everything else looks solid. You could get away without having some of your edges beveled, but I think you have enough detail to take the bake anyway, so I wouldn't worry about it at this stage (deadline is approaching)

Keep on truckin'!
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Old 02-12-2009, 12:11 PM   #18 (permalink)
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You can always add in edges for baking purposes on a copy of your lowpoly model. As long as the uvs cover the same area, you can apply the normalmap to the original lowpoly object and it should be fine.
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Old 03-12-2009, 02:25 AM   #19 (permalink)
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Thanks for the comments guys.

I finalized my UV maps and started baking my normal maps today. I am baking them in separate pieces and combining them in photoshop. Ive attached my UV layout for now, Ill post a few shots of my normals when Im done.

With regards to the comments regarding beveling my edges - for the pieces I have baked so far I have not seen any problems. When I was building my mesh I made a point of not using any 90 degree edges - any sharp edges have been scaled in to give them a softer angle, and I kept a few spare polys in case I needed to bevel a troublesome edge. However, its nice to know that I can bevel an edge and the same map will work. Hopefully it will work out - Wish me luck....
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Old 03-12-2009, 02:39 AM   #20 (permalink)
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Quote:
Originally Posted by Polygoblin View Post
I think I just found my new favorite word!

You have a nice project so far.

I noticed that the muffler tubing thingy on the bottom only has one layer of polys around the opening. you might want to give it some depth or else it will look paper thin in-game at most angles. I know you UVed it already, but it shouldnt take long to fix and re-UV that one piece.

Everything else looks solid. You could get away without having some of your edges beveled, but I think you have enough detail to take the bake anyway, so I wouldn't worry about it at this stage (deadline is approaching)

Keep on truckin'!
Just re-read and noticed your point about the thickness of the muffler thingy - I actually do have an few edges there, its not just a double sided polygon. I see your point though, Im going to widen it for sure.

Oh, and retopologize is a zbrush term - I cant take credit for it!
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