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#1701 (permalink) | |
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Founder of Statspaddling
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Quote:
Therafitti looks to be pretty much cut off at the corner of the wall, looks a bit odd to me ![]() And not really sure how important the texture resolution is on this model, but perhaps adding more segments and making a tilable roof-texture would be a good idea? ![]() Cheers
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#1708 (permalink) |
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Pixel. Vertex+
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Your in game content looks miles better than your renders, i have to say im impressed chris.
as for the model when you made your hp mesh you put in some very deep details that normal’s aren’t going to produce for example the front of the gun has a deep insert but on the low poly you don’t have this, the normal wont make this deep insert show it will look more like a artefact, so bare in mind normal’s are for minor details not a replacement to core mesh detail.
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Portfolio Last edited by tkaza; 10-29-2007 at 10:13 PM. |
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#1710 (permalink) |
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Freelancer
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wow thanks, i didn't expect anyone to comment on it haha
![]() Thanks for the tip tkaza. I never really used normal mapping for big differences in the mesh, but you're right, it doesn't work well. My texturing still sucks btw i'm sure you guys will laugh when you see the sheets. |
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