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#22 (permalink) |
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Artist
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Nearing completion (99.1343%) but something is bugging me. Should I run an STL check and close all the open edges or it`s not necessary for the bf2 engine? see pic (red stuff= open edges hidden inside the geometry) >>
![]() Also, optimized the face a *bit* , and finished the boots. 3315 tris. I could go up to 4k and add the belt and stuff but I think that would work on the maps alone. Btw, the hipoly is 2.2M polygons and I can bake the maps for you once you UVd it the lowpoly or I can send it with the lowpoly. ![]() |
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#28 (permalink) |
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Mod Leader
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very basic import with temp colour texture, testing out your UVs mainly, had to edit them a bit, had to put them both on a single 1024x2048 sheet as I cant get the engine to use 2 parts easily and a 2048^2 and a 1024^2 was a little exstream for a bump map hehe.
![]() as you can see, the bump map still needs some work, think its a little too dominant for BF2 hence why black bits which go when i remove the bump, and also if you can just have white or better yet a flat bump outside the UVs instead of black since otherwise I get black edges around the edge of the UVs in some places ![]() Last edited by Rhino; 07-08-2008 at 12:38 PM. |
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#29 (permalink) |
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Artist
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I`m used to working with large image sizes which I scale down for the final version hence the resolution
(wanted to scale it down actually, but didnt know which size you would end up using) The black areas outside the UVs >> fill this with the default normal color (RGB 127,127,255) hope it helps ![]() |
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#30 (permalink) | |
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Mod Leader
![]() 159
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Quote:
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