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A new Power Armor

polycounter lvl 14
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NAIMA polycounter lvl 14
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 smile.gif ...


here the model to look at in case you want to :) ...

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

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