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Old 06-30-2008, 11:48 AM   #21 (permalink)
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looking really good, thou I think you can save quite a few polys on the face, it is a statue after all and not a player model

grate work so far, keep it up!
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Old 07-01-2008, 04:24 AM   #22 (permalink)
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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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Old 07-01-2008, 03:30 PM   #23 (permalink)
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looks good, not sure what you mean by Open Edges but if you mean unseen faces then thous need to be deleted.

cheers
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Old 07-07-2008, 11:41 AM   #24 (permalink)
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final update, I guess...

lowpoly with normal map


ready for texturing
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Old 07-07-2008, 01:54 PM   #25 (permalink)
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That looks really awesome Gen-an, great work. As far as the open edges, BF2 has no problem with them so you're most likely good to go.
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Old 07-07-2008, 10:18 PM   #26 (permalink)
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looks really good! only thing I may be looking for is some more ware and tare, a few chips here and there but I'll take a look at the max scene first

EDIT: also how many polys?
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Last edited by Rhino; 07-08-2008 at 01:50 AM.
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Old 07-08-2008, 08:39 AM   #27 (permalink)
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cheers m8s currently 3364 polys. 12 for the base which I kept as a seperate mesh as I wasnt sure if you want to keep it in the game. I send you the link in a sec Rhino
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Old 07-08-2008, 12:12 PM   #28 (permalink)
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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
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Old 07-10-2008, 02:05 PM   #29 (permalink)
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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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Old 07-10-2008, 03:25 PM   #30 (permalink)
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Quote:
Originally Posted by Gen-an View Post
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
ye I already did that but had to blur around the edges of the fill. Any chance you can make the dark areas less dominant? i dont really know how to go editing a existing bump map by hand to cut down on them so would be good if you could do it if possible
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