Hi all, is my first post here , I am not a developer , neither a pro , I am just an amateurish noob that wants to learn make better .... I hope I am allowed to post here and I am not out of place with my noob work ....
I d like some advices , I am making a power armor for The fallout game , as a mod and this is the base I was working on ....
Id like some suggestions on hows going the uvmapping by looking the checkerboard applied and how I could proceede to make a high res version or to make out normal maps ....
I hope in some help coming ....
low poly
http://img33.imageshack.us/my.php?image=powerarmorhelmelowpoly.jpg
high poly
http://img38.imageshack.us/my.php?image=powerarmorhelmethighpol.jpg
for this I just added some detail , and some meshsmooth , but somehow ruins all the straight lines and Id need to put crease tat 1 for a lot of edges , isnt there another way to make it better?
here are the wireframe ....
http://img198.imageshack.us/img198/8513/wiret.jpg
I use 3dsmax 2009 64 / 32 for unrwapping all tuts I saw just told the same things that I used or , planar / box/ pelt etc then some used deep uv but I dont find it so usefull compared to normal 3dsmax tools....
http://img20.imageshack.us/my.php?image=wirer.jpg
My objective is to learn throught it , I d like to use the low poly in game like fallout or crysis and the high poly use it for normal maps and make a nice render pose ....btu I am open to all suggestions couse I am here to learn
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here the model to look at in case you want to
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http://www.megaupload.com/?d=2TCHRP44
Hope to read the sugestions sooon here are the uvmaps .....
I have used smoothing groups on the low poly and meshsmooth on the high poly , altough it gets a lot of poligons , I just did use it to have a more dense basis for zbrush or xnormal when I ll be trying to make the normals .... but I yet no idea how to proceede for this .....be4 going on I want to adjoust better the tiling and the stretching of the uvmapping , so far its using two texture slots becouse of the helmet part wich to give consistent texture density needed a large portion of the texture ... I post here a couple of samples of the texture disposition .....
Main Helmet :
http://img195.imageshack.us/img195/9796/texture1.jpg
Secondary Helmet Parts:
http://img195.imageshack.us/img195/8100/texture2c.jpg
Replies
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I would say your model is starting out pretty well, the lowpoly looks good although you could probably have less polygons used here and there with the same visual effect.
The highpoly is alright but could use a bit of extra smoothing to stop the silhouette looking "sharp", and you could easily add more details like rivets, panels, vents etc. to complement the larger shapes.
The UV layouts are quite wasteful, the unwrapped parts themselves look alright, but you've got a lot of blank space which isn't being used for anything -also I don't know why you're using 2 texture sheets, you should probably just use 1, it'll be more efficient.
Ok After having reqorked some topogy and remade the uvmapping layout here is the result , what you think ? suggestions or error you notice?
Low Res
High res
would this last be suited for Making the normal mapping?
I am now after those started to apply a script to adjoust the topology by reducing the tris to quads , but there are some parts where I have encountered a problem
how I do whe I encounter parts of the shape that to have a specific shape needs to have some triangles?
but other then that maybe it helps
http://img192.imageshack.us/img192/4269/23550378.jpg
http://img192.imageshack.us/img192/5875/70512958.jpg
here the uvmapping
http://img192.imageshack.us/img192/9796/texture1.jpg
and finally also the model in case you want to look closer to what I did ....
http://www.megaupload.com/?d=4UOA5CJB
What you think ? what else needs to be fixed? How to make normals etc? ...