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#1114 (permalink) |
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Game-Artist.net Staff
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I haven't had any work to do whilst at work for the past few days, so after a few days of doing not much, on Friday I decided I'd make a start on the Eat3d pillar tutorial.
Here's where I'm at thus far. That's the sculpting pretty much done. I hope to add a lot more detail to the normal map with crazybump. ![]() |
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#1116 (permalink) |
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Game-Artist.net Staff
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I spent aaaages on the sculpting for exactly that reason. I've seen a few results from the pillar tutorial which as you say, are just lumpy.
I think one of the problems was that in the tutorial video, he didn't use any reference (at least I don't remember him using any). |
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#1117 (permalink) |
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Senior Artist
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It’s cool to see you took a different approach from the design in the tutorial as well.
I am all most done with the tutorial myself so I should be able to post it in my sketch book later, with any luck. I have leant loads from it but I am still sort of unhappy with the way it’s turning out which is most likely due to my inexperience and it might be as you guys say lumpy. But Mud Box is loads of fun. It helped me understand what a High Poly mesh is for etc, as well a LOT better. I want to go back after its done and do some ones like you see in Gears or UT3 with out all the rebar sticking out as its a bit over kill for an average pillar. Last edited by sarge mat; 08-31-2008 at 10:00 AM. |
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#1120 (permalink) |
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Game-Artist.net Staff
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Cheers for your comments.
This is where I'm up to at the moment ![]() However I'm having a few problems with the normal map. If any of you could point out where I'm going wrong, I'd appreciate it. Firstly, I'm getting seams in my normal map where I've split the UV's. Is there any way of avoiding this? I assume I could just paint it out, but it'd be helpful to know what I've done wrong. I've highlighted an example of it in this picture; ![]() Next, I get weird smoothing errors. I know this is probably down to the crappy topology of my model, as it was just an auto optimised version of my high poly, but aren't normal maps supposed to fix this sort of thing. Also are smoothing groups generally used with normal mapped objects? I've not used any on this, it's all set to 1, which is why i have the smoothing errors, but is there a right way to go about fixing this? Here's a picture of it. ![]() ![]() Just to point out, the normal maps were generated in 3ds max using the default render settings. I did try x normal, but for some reason the normal map came out all wrong, and I also tried Nvidia Melody, but couldn't get it to work. Any help'd be much appreciated. Ta ![]() |
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