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Old 03-09-2010, 02:29 PM   #11 (permalink)
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Computer terminal update03

Hi, here's an update on the high poly model, didn't quite get it finished today, most of the lower half of the model is high poly now, the upper half is still low poly, I'll continue to work on it tonight and tomorrow so feel free to suggest anything while I'm still working on it, any details I can add to the high poly etc, thanks

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Old 06-09-2010, 07:40 AM   #12 (permalink)
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ok so heres the final update on the high poly, I'll tidy a couple of things up a little but ultimately this is the final version, I'll bake out the normals and AO once I tidy up the model a bit. In the meantime let me know what you think of it, I'll post a final update on this tomorrow along with the normals and AO map.

On a side note does any one have any good tips for UV unwrapping those loose wires I had on the low poly version? I couldn't get a clean UV layout with those, it might be because they're only 5 sided cylinders but I can't seem to get a clean UV layout for them, the best way I can see is to have a seam line at every bend in the wire, is that ok? Thanks

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Old 06-09-2010, 07:55 AM   #13 (permalink)
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i dont know if its the best way but the way i do things like that is to unwrap when the cylinder is straight then bend them into place and adjust the uv where needed to get rid of any streching.

high polys looking sweet dude
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Old 06-09-2010, 08:03 AM   #14 (permalink)
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Pelt mapping and relax tool, probably.
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Old 06-09-2010, 08:29 AM   #15 (permalink)
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stocko2k: Thanks, yeah I do that too however with this one I created the cables by using the line tool first instead of using a cylinder object. With that said I'll probably keep to what you said for future models, thanks

TheChan: I did try that but I couldn't get very good UV's, is there a way to create the seam line in Max first and then pull it apart using pelt mapping? Otherwise I just apply the pelt map and it usually just ends up a mess. I'll have a play around with that myself in the meantime, thanks for the comment
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Old 10-09-2010, 02:59 PM   #16 (permalink)
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Took part in a 3 day game jam this week, basically a few local developers get togther and try to have a game together within the 3 day time limit.

Day 1 was idea day, day 2 I had to model, unwrap, and texture this model and day 3 I rig and import the model into Unity.

Obviously with only a day to make a model from scratch it's not the best looking model in the world but considering everthing I had to do I'm quite pleased I was able to get it done in time. All c & c welcome

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Old 11-09-2010, 07:40 PM   #17 (permalink)
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Just an update on the normal map, never baked normals from a high poly so if anyone see's any errors or anything like that please let me know! Also I've created an AO map, anyone know what channel I put this through inside 3DS Max for it to display on the model?

Usually I'd just set it to multiply inside of photoshop and place it over the diffuse texture...

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Old 12-09-2010, 03:47 AM   #18 (permalink)
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i just put the ao on the diffuse channel to see what it looks like on the model, then use it as the base to start your diffuse texture
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Old 12-09-2010, 04:24 AM   #19 (permalink)
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There are no ways to see errors if your shots are that small.
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Old 12-09-2010, 01:49 PM   #20 (permalink)
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My only concern is on the UV there is a small clump of polys on the right side. I cant image that you will get anything recognizable out of that texture in that area unless you are going to go with a huge texture size. Unless the pieces are just so small that's all the room they take up.
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