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LPC #01 - FZero Racer -- Smirnoffka

polycounter lvl 17
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Smirnoffka polycounter lvl 17
Some quick thumbs I did today whilst in lectures. God Aviation Safety is boring.

thumbs.jpg

Leaning towards number 3, going to try and flesh that one out a bit more, smile.gif

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  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Final concept. Not very good at this whole drawing thingy.

    Will most probably remove the flag

    concept.jpg
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Some progress. This is fun smile.gif

    1.jpg
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Good start, can't wait to see MOAR laugh.gif
  • HonkyPunch
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    HonkyPunch polycounter lvl 18
    It's beautiful, I really like the color scheme. The nose is a tad bit pointy, but other than that it's perfect
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Finished lowpoly and unwrapped. When normal map rendered had weird artifacts, eg, nose wing. Can anyone tell me why this is happening? I tried using xNormal but couldnt get the hang of it.

    2.jpg

    If I can get that fixed up will start on the diffuse. Will add all the small details on the normal map in photoshop.
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Does anyone have ANY idea of why this is happening, or had a similar problem. This has happened on a few of my past models, I just tend not to care, because I stop working on them pretty quickly. I hope to finish this one and have no idea why it is displaying like that...


    Here is the rendered normal map
    fzero_normal.jpg
  • aesir
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    aesir polycounter lvl 18
    You can always just paint out the problems you are having, although that certainly isnt the best option...
  • Sam Hatami
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    Sam Hatami polycounter lvl 17
    You artifacts are coming from the other parts that you have attached, apperently as one mesh. try to divide the mesh's parts and normal map them single handed and then join them together, in that way you lessen your artifacts(or remove them totally) The artifacts come from the rays that get's cast when two parts that don't have a shared surface cross each other... and also, you might want to look over your smoothing groups...
  • jogshy
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    jogshy polycounter lvl 17
    [ QUOTE ]
    When normal map rendered had weird artifacts, eg, nose wing. Can anyone tell me why this is happening?


    [/ QUOTE ]
    Don't use the max2obj exporter that comes with 3dsmax.. It makes very strange things with the vertex normals, specially for cubic surfaces... The LWO format does not export custom vertex normals. The 3DS automatically averages the vertex normal ( which will destroy your smoothing groups ).
    I would export it as .ASE or SBM.
  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    [ QUOTE ]
    Don't use the max2obj exporter that comes with 3dsmax.. It makes very strange things with the vertex normals, specially for cubic surfaces... The LWO format does not export custom vertex normals. The 3DS automatically averages the vertex normal ( which will destroy your smoothing groups ).
    I would export it as .ASE or SBM.


    [/ QUOTE ]

    not trying to sound rude but what are you talking about? I am pretty sure he hasn't exported anything and he is just having issues with the normal map projection / cage issues.
  • jogshy
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    jogshy polycounter lvl 17
    [ QUOTE ]
    [ QUOTE ]
    Don't use the max2obj exporter that comes with 3dsmax.. It makes very strange things with the vertex normals, specially for cubic surfaces... The LWO format does not export custom vertex normals. The 3DS automatically averages the vertex normal ( which will destroy your smoothing groups ).
    I would export it as .ASE or SBM.


    [/ QUOTE ]

    not trying to sound rude but what are you talking about? I am pretty sure he hasn't exported anything and he is just having issues with the normal map projection / cage issues.

    [/ QUOTE ]

    Well, the post said:

    [ QUOTE ]

    tried using xNormal but couldnt get the hang of it.


    [/ QUOTE ]
    I was just giving some advices to get rid of those problems in case the normal map posted was created in xnormal from an exported .OBJ file ( or if was playing with more than one modelling program and "crosswalked" the object through them as an .OBJ ) so that could explain the smoothing errors blush.gif
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Hey hey guys, dont fight smile.gif

    Don't have alot of time at the moment, will try again in the next couple of days..

    /edit thanks for the tips as well, that makes alot of sense. Will have another go at xNormal..
  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    Ahh my bad I missed the xnormal part.... Let's see some updates... Speaking of which I need to tidy mine up tonight as well.
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    I still cannot figure out what is going on. Even with the more in depth look at xnormal, the same errors occur in the same spots. I have changed the exporting. I have detached everything. It just doesn't seem to want to play. I will probably have to paint out the errors by hand, something I am hoping I will not have to do. I just don't know why stuff like this happens... And I can't believe no one else has had this problem. Maybe it is a problem with 3DSMax 7. I will continue plugging away.
  • Smirnoffka
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    Smirnoffka polycounter lvl 17
    Yeah, fixed it. Just poor ass smoothing groups on my part.

    Will get started on the texture and spec soon, as well as adding smaller details via nVidia.

    fixed.jpg
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