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Old 04-04-2011, 05:57 PM   #1 (permalink)
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Speed Texturing Competition 2: 008: Octopus

Oh yeah, you know you want it...





Everyone feel free to post your WIPs here in this thread.
Also, feel free to share reference links and other useful information with your fellow artists. Making friends is the bee's knees.

These comps are not just about fame and glory, but also about progressing as an artist while networking in a friendly competitive setting. At any rate, have fun and try something new!


Ready?........
GO!








(Note: Be sure to subscribe to the GA Mini Competition Forum section, and/or "like" GA.net on Facebook for notifications on competitions.)
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Last edited by Polygoblin; 19-04-2011 at 05:00 PM. Reason: removed download link
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Old 06-04-2011, 06:03 AM   #2 (permalink)
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cool, look forward to participating.
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Old 06-04-2011, 07:01 AM   #3 (permalink)
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There seems to be a problem with the normal map bake. There's an obvious seam where the octopus head and the tentacles meat along their uv shell.



Ive thrown the normal map into the diffuse just to make sure it wasn't a smoothing issue. This will need to be fixed.

Last edited by percydaman; 06-04-2011 at 07:03 AM.
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Old 06-04-2011, 01:37 PM   #4 (permalink)
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Since the Normal Map is dependent on the orientation of the UV shells, putting the NM into Diffuse to discover seams doesn't work...if you have seam issues, try flipping the green channel...if that doesn't work, try different SG settings...
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Old 06-04-2011, 05:11 PM   #5 (permalink)
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Yeah I was having the same issue when I was testing the model earlier, just flip the green channel.

There are some decent issues with the chest model and it's bake though.

Last edited by JBaird; 06-04-2011 at 05:35 PM.
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Old 06-04-2011, 06:43 PM   #6 (permalink)
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There shouldnt be any problems with the bakes of the normals. im using Maya and marmoset engine and getting no errors with them. what software are you using?
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Old 06-04-2011, 07:53 PM   #7 (permalink)
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Marmo render....seam visible & an inverted green just exacerbates the visible seam.

http://i75.photobucket.com/albums/i2...reenshot46.jpg
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Old 06-04-2011, 08:42 PM   #8 (permalink)
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@percydaman & BuLL -

Quote:
Originally Posted by Piflik View Post
Since the Normal Map is dependent on the orientation of the UV shells, putting the NM into Diffuse to discover seams doesn't work.
Again, if you use the normal map in the diffuse channel, the seams will be extremely noticeable. It's not a diffuse map.


Here is a shot from Marmoset with DEFAULT settings (with "sunlight"). As you can see, when you use the normal map in the normal map channel, the seams are not visible.
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Last edited by Polygoblin; 06-04-2011 at 08:46 PM. Reason: credited the example.
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Old 06-04-2011, 09:34 PM   #9 (permalink)
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Ive tried both 3dsmax and UDK. Ive tried flipping green channel. Not working. Does look fine in maya. I'm guessing from the names of the objects in the .obj file that this was done in maya. might be some normal map bake compatibility issue.

Last edited by percydaman; 06-04-2011 at 09:41 PM.
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Old 06-04-2011, 10:05 PM   #10 (permalink)
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Quote:
Originally Posted by mole420 View Post
There shouldnt be any problems with the bakes of the normals. im using Maya and marmoset engine and getting no errors with them. what software are you using?
Since we are on the subject on your model I'm curious as to why you modeled it the way you did? Why didn't you model it in fully or use floating geometry? You have 16 poly's that aren't even viewable. Using floating geometry you can save over 200 poly's.



But anyway your model is pretty damn good and should be fun to texture if I get time.

Quote:
Originally Posted by percydaman View Post
Ive tried both 3dsmax and UDK. Ive tried flipping green channel. Not working. Does look fine in maya. I'm guessing from the names of the objects in the .obj file that this was done in maya. might be some normal map bake compatibility issue.
I used 3dsmax and it worked fine. Although the box has some weird smoothing group problems that I couldn't get rid of so I just exported it out as an FBX and reimported it and it fixed the smoothing problems it seems.

Last edited by JBaird; 06-04-2011 at 10:09 PM.
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