new max splits the cage along the smoothing groups so that the cage is pushed out along the 2 norms, therefore not capturing pixels along the join and causing a seam, if the cage doesnt do this it pushes along the joined/average norm and captures everything
For all you maya users: you can toggle between the two using either "Surface normals" or "Geometry normals" in the advanced rollout of the transfer maps settigns. Just thought it might be helpfull to know :P
Looks sexy,keep it coming.You just need to work on the material setup in unreal ed.it takes some time to achieve the desired results.You also need to multiply the normal map,as some one mentioned.That way your normal map pops out.And make sure you select the Normal map compression in the list box when you import the TGAs. I guess its tc_normalmap.Each of the maps have different settings in the list box.
Did you also share the construction sheets for this,i guess i did nt see that. wires,texture pages etc.
Vj
Hey Racer! Looking great.
What did you use to preview object space normals with? I know that the Marmoset can do it but like Konstruct says, it sound slike you did it in a 3D app. Or maybe UT3 has a OS node?
I used an edit of doylle's 3ds max viewport shader found on game-artist.net, which has object space normal map support. UT3 does have object space support as well.
On a more serious note, it looks very good. Personally I would like more dirt and grime considering how worn the metal is, right now it looks worn down but clean. Still, awesome work!
It's looking much better now, nice job. I like the edge rubs, but there could be maybe a little more, especially around the grips, and make them more pronounced in the spec map. Also your emmisive could really be a 256 I'm sure and look just fine. Another trick that works well that we do at work, is to take your diffuse and make it about half the size of the bump, and generally you don't notice much of a difference.
Really if its just a portfolio piece there is no need to do hardcore optimization imo. Now if he's working on a project thats hurting for video memory, yeah, thats an option.
Replies
cant wait to see what you do with the textures
For all you maya users: you can toggle between the two using either "Surface normals" or "Geometry normals" in the advanced rollout of the transfer maps settigns. Just thought it might be helpfull to know :P
gonna get a friend to animate and put it in crysis soon tho
The gun is looking pretty frickin sweet tho.
yea its pretty cool.
try bumping up your normals using a multiply.
Sweet gun!
Did you also share the construction sheets for this,i guess i did nt see that. wires,texture pages etc.
Vj
Is this a realtime screen grab? and if so, what engine?
edit*oop I saw you wrote viewport, so I assume max?
What did you use to preview object space normals with? I know that the Marmoset can do it but like Konstruct says, it sound slike you did it in a 3D app. Or maybe UT3 has a OS node?
On a more serious note, it looks very good. Personally I would like more dirt and grime considering how worn the metal is, right now it looks worn down but clean. Still, awesome work!