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Old 15-03-2010, 01:24 AM   #111 (permalink)
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I decided to get some better screenshots. Since this image is located on my own server, I hope you don't mind it being so big. I did make a high poly version and bake it down, however, the normal maps I used are simply a converted heightmap. Unreal Editor did not like the normal map from Blender. Here's an example...


It seems to highlight certain parts of the model in the wrong direction. I'm sure it's something I did wrong...

Last edited by Michael_K_Schmidt; 15-03-2010 at 01:35 AM. Reason: added secong image
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Old 15-03-2010, 02:34 AM   #112 (permalink)
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More time nice so I have made the very final improvment

Here my very final Bio rifle Archangel 3884 tris & unwrap


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Old 15-03-2010, 02:58 AM   #113 (permalink)
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Final Entry:
Blunderbuss with an underbelly grenade launcher

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Old 15-03-2010, 05:40 AM   #114 (permalink)
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Quote:
Originally Posted by Marcus Aseth View Post
Nice one konraden

I have only a hint,when you unwrap if you have similar pieces (like all thos small piecec with a 8 shape or the blades) some times is better to overlap them in the unwrap,less work when texturing
AHA! So I can do that! Great, thanks ALOT for letting me know, I could probabily saved alot of UV space that way.
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Old 15-03-2010, 05:47 AM   #115 (permalink)
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fantastic stuff guys. i would have loved to have taken a shot but i just didnt have the time its a great idea and im glad to see it was so well recived
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Old 15-03-2010, 08:24 AM   #116 (permalink)
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Quote:
Originally Posted by Michael_K_Schmidt View Post
It seems to highlight certain parts of the model in the wrong direction. I'm sure it's something I did wrong...
I think it was red channel you had to flip in order to get Unreal3 normal maps.
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Old 15-03-2010, 09:07 AM   #117 (permalink)
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Here is my submission, thanks for the extra time to finish the UVs.

I don't know if i'm in time or not, spent and hour rushing the UVs, busy today...




Cnflkt
poly count 5952

cheers!

updated UV, utilises UV space better.

Last edited by cnflkt; 15-03-2010 at 04:29 PM.
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Old 15-03-2010, 03:46 PM   #118 (permalink)
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some interesting work posted so far, UV looks good, might be able to use some more space on the bottom for the body of the gun.
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Old 15-03-2010, 05:36 PM   #119 (permalink)
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Right, that's it for now. Voting page will go up in a little bit

Nekronom, you need to either apply an edit mesh modifier to your weapon or change the Statistics visible. At the moment it's showing polys, we need to see the triangle count One poly can be any number of triangles so the poly count can be a bit misleading.
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Old 15-03-2010, 05:52 PM   #120 (permalink)
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VOTE NOW!
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