Hi Everyone
this is my custom character for UT3. as you can see this is going to take some custom riggin and animations.
originally i sculpted the entire model in zbrush. however when i tried to import this back into max there was some 5million poly's and max just kept crashing. i since had to split the model into 5 parts, these corresponded to the parts from the engine, head, arms, torso, legs, boots.
however i'm now at the stage where i am applying normal maps to the objects. the only problem is i've not done this before and so i'm a little unsure as to whether i'm doing this correctly.
if anyone has any comments, suggestions or pointers that would be greatly appreciated.
the high poly head
the low poly head + cage
the normal map
the old complete sculpt, this as since changed ever so slightly but not massively#
many thanks guys
Replies
UT3 isn't as moddable as some of the previous versions.
anyway here's the models.
could someone please advise me as to whether the normal maps have taken correctly? they don't seem to be as detailed as i was hoping. is there a way of improving this? i was hoping for more of a scaley surface, the way it's come out is rather flattened.
anythoughts would be appreciated
here is the sections that the uv's must fit into as well as how they currently line up
also i've tried to attach as many of the segment together as i can. hopefully cutting down the amount of visible seams in the normal map. which unfortunately doesn't leave much room for adjusting to fit the space. i will have a go at trying to use up some of the wasted space.