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#11 (permalink) |
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New Member
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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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#12 (permalink) |
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New Member
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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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#15 (permalink) |
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New Member
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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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#16 (permalink) |
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New Member
![]() 72
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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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#17 (permalink) |
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New Member
![]() 72
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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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#20 (permalink) |
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New Member
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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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www.brycehouska.com - Personal Web page http://www.game-artist.net/forums/sk...ketchbook.html - My Game-Artist Sketchbook |
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