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Segmented Models

polycounter lvl 17
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Incomitatum polycounter lvl 17
I am just not getting it.

I have been looking at the armor in Mass Effect, and some of the ships in the new Trinity System for EvE Online. Thin and deep lines denoting the segments in machinery or armor are everywhere; additionally they follow the curves of some very anamorphous and organic shapes.

I am pretty sure this are modeled in, in the highpoly and drawn into a grey-scale map that will be converted into a normal map (following the contours of the object). Going for that rounded but hard edge creases; how do you ensure crease are deep but defined rather than shallow, during a Turbosmooth?

Any examples, work-flows, or tutorials would be appreciated.

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