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Old 04-04-2007, 11:17 AM   #1 (permalink)
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MP9 Submachinegun

For which Engine - Probably Source
Current Polycount - 55,609 tris
Max Polycount - Probaly, 5000
Texture Size - 2048x2048
Description of background information on piece - Ok, I've posted a couple times in the "what are you working on" thread, a high-poly model of an mp9 submachinegun, and now that the hi-poly is finished, I'm going to start the low-poly and the texturing, and so I thought I may as well post a WIP thread.
Where are you looking to receive criticism - Everything (apart from polycount on the high poly
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(textures in the render are just slapped on)


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Old 04-04-2007, 01:27 PM   #2 (permalink)
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started the low poly.
I'm gonna chuck it into xnormal now to try and get it working, and see how well the normal map works.
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Old 04-04-2007, 01:57 PM   #3 (permalink)
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Nice. I'm looking forward to seeing it with a normal map, the high poly looks very detailed. Lowpoly still needs a lot of work... I see you've reduced the polycount on those handles a lot... for a 5000tris model maybe it is too much, you still have tris in places you can hardly see and it feels unbalanced this way...
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Old 04-04-2007, 02:43 PM   #4 (permalink)
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bah. xnormal crashed when I tried to bake to a higher resolution. (not enough RAM)

anyway, it turned out ok, some wee problems, and the foregrip rendered inverted for some strange reason, and I'm gonna go ahead and finish the low poly model (and round out/bevel some stuff).


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Old 04-04-2007, 03:06 PM   #5 (permalink)
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Instead of relying on xNormal you should try and learn how to use your application of choice to render normal maps. It should look great when you get the normal map working well.
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Old 04-04-2007, 03:10 PM   #6 (permalink)
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blender doesn't yet have tangent normal baking: only world normals. Also, that way I would have to either unwrap both models the same way, or use multires or w/e so I could use the same mesh.
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Old 04-04-2007, 03:22 PM   #7 (permalink)
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Ah sorry my mistake then (I don't know much about blender) I thought those renders looked like max renders. Good luck.
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Old 04-04-2007, 04:22 PM   #8 (permalink)
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Nice looking gun there dude... you put so much polies into the barrel, I am hoping that first person view is still WIP since it doesnt show it at all.

Off the record: I think you're proud of that as it is now shown in your sig.
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Old 04-04-2007, 04:58 PM   #9 (permalink)
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Quote:
Originally Posted by Blackjack View Post
Instead of relying on xNormal you should try and learn how to use your application of choice to render normal maps. It should look great when you get the normal map working well.
I would disagree there, personally. xNormal is becoming an extremely handy utility, and is constantly being updated by Jogshy, who is very receptive to feedback. Certainly worth taking the time to learn in-depth.

Anyway, your normal map doesn't appear to have come out especially well, you may want to take a look at your settings in xN. The inverted handle is a bit odd also, not sure what would cause that.
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Old 04-04-2007, 06:28 PM   #10 (permalink)
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Looks decent, your low poly mesh could be tweaked in one or two places, but guns don't generally take too well to being normal mapped as they're being viewed from 1st person, which tends to show up any artifacts quite badly, especially with stuff like those grooves.

As you are normalling him and it's from first person, chuck all you've got at the back and use the normals for teh screws and grooves.
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