hummmm. thats what mine is looking like, but you're not getting that weird triangulated, burnt looking, spots on your normal bake like i was. its from these:
hummm...i have a couple things i'm going to try. thanks for the shots though it helped to know i'm on the right track! keep it up! can't wait to see this thing textured!
btw, did you split your uv's here:
or did you do a sort of pelt UV's (what i did)
i could save a bunch of polys if i just split it up, and keep it a hard edge, but then texturing would be a pain and give me a bunch of visible seams.
sucks that the body is that green plastic, on most guns the metal edges you can get away with seams
hummmm. thats what mine is looking like, but you're not getting that weird triangulated, burnt looking, spots on your normal bake like i was. its from these:
I did get a crazy bake from that area (especially in the AO). To help ease it a bit, I made sure all those faces were flat. You can also try adding an edge in there to help ease the stress between triangles (You won't need to re-UV).
i could save a bunch of polys if i just split it up, and keep it a hard edge, but then texturing would be a pain and give me a bunch of visible seams.
I did a mixture of both, actually. I kept the top surface attached
(but separated the "inner lip"), but split it in a few key areas to keep the whole UV shell from stretching too bad.
You can see where I split the shell apart at the red lines.
Awesome. That is what I have been mostly doing. I'm dorking around with adding those "support" edges to ease the stress on those triangles. Finally get some time to work on this! Will post updates soon hopefully! Thanks a bunch for all your help
Thanks I will have to use Marmoset to show the realtime renders from here on out. I can't seem to find out a way to have more than one light in xNormal. I'm currently learning Marmoset toolbag, so I'll have some better shots up next update.
Wow great work Polygoblin. I just looked at the whole process and it looks incredible. I was wondering though, how did you get the texture on the Scope on the area it is supposed to be gripped? It looks great and I just wanted to know exactly what you did for that part.
Wow great work Polygoblin. I just looked at the whole process and it looks incredible. I was wondering though, how did you get the texture on the Scope on the area it is supposed to be gripped? It looks great and I just wanted to know exactly what you did for that part.
Thanks
Actually, I threw in edge loops and subdivided the mesh, while being careful to get the proper number of rows of little faces that were the right size as the bumps. After that, I selected all the faces I wanted to be bumps, and extruded them with "keep faces together" turned off. A few more extrusions (with "keep faces together" turned back on) gave me the little pyramids. Sucky thing is, it turns into a pretty dense mesh with all the subdividing, so you have to be deliberate with the edge loops. All these grips add up
Let me know if this doesn't make sense, and I'll explain further
Had to restart my maps at 2048 My maps' resolution wern't doing my high res justice. Oh well, you live and you learn. It's looking alot better, though and I will post updates soon.
It was looking a little low res, but it is coming out great. The bipod and the folding stock add so much to the model. Try using an unsharp mask on your texture before exporting, and using marmo's sharpness post process option...they will help the details of your texture Keep it up!
Sharp! Huge improvement. Maybe add some more smaller details lets scratches, scuffs, worn areas. I found that in the diffuse, its mainly solid colors and less "texture" and the spec brings it way out. Check out the guns that came with the old marmo toolbag, the links on are in the only marmo thread at the top I believe. They come with the textures and they help a lot.
Thanks for the suggestion, Kyle I dedicated some extra love to the spec, and you were right. You get alot of detail there.
It's taken me quite a while, but I'm happy with what I got. Learned an awful lot, and will have a much better idea of how to prepare my model for texturing next time.
@Anxious_Tiger - Your welcome! Glad you found it helpful
@Prophet - It's pretty standard Maya Mental Ray renders with a blinn shader for the high res. You can get loads of great free introduction to MR tutorials on the subject over at Digital-Tutors. For the low res, I'm using Marmoset Toolbag with basic lighting and material settings. Hope this helps, mate
whoaw amazing great work and nice to see it all come together in the end and great to see all the wips
any idea how many hours you spent on it total? approx ofc
Replies
Here are a few flat-shaded views. Hope it helps
hummm...i have a couple things i'm going to try. thanks for the shots though it helped to know i'm on the right track! keep it up! can't wait to see this thing textured!
btw, did you split your uv's here:
or did you do a sort of pelt UV's (what i did)
i could save a bunch of polys if i just split it up, and keep it a hard edge, but then texturing would be a pain and give me a bunch of visible seams.
sucks that the body is that green plastic, on most guns the metal edges you can get away with seams
I did get a crazy bake from that area (especially in the AO). To help ease it a bit, I made sure all those faces were flat. You can also try adding an edge in there to help ease the stress between triangles (You won't need to re-UV).
I did a mixture of both, actually. I kept the top surface attached
(but separated the "inner lip"), but split it in a few key areas to keep the whole UV shell from stretching too bad.
You can see where I split the shell apart at the red lines.
Looking forward to seeing your progress, mate!
Working on the texture atm. Still lots to do....
Starting the wear-n-tear. Going to add detail normals as I go. I still need to create the engravings and stuff too.
Starting to define each surface. Adding detail normals as I go....
Feedback is always welcome
C&C is welcomed and appreciated
Thanks
Actually, I threw in edge loops and subdivided the mesh, while being careful to get the proper number of rows of little faces that were the right size as the bumps. After that, I selected all the faces I wanted to be bumps, and extruded them with "keep faces together" turned off. A few more extrusions (with "keep faces together" turned back on) gave me the little pyramids. Sucky thing is, it turns into a pretty dense mesh with all the subdividing, so you have to be deliberate with the edge loops. All these grips add up
Let me know if this doesn't make sense, and I'll explain further
Had to restart my maps at 2048 My maps' resolution wern't doing my high res justice. Oh well, you live and you learn. It's looking alot better, though and I will post updates soon.
Decided to re-do the maps on my rifle at 2048 (double the previous resolution). After alot of re-work BS, here's what I got...
*1024 shots for comparison, if needed*
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6c.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6b.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6d.jpg
I think it was worth it. Still have lots to do, but it seems like a good spot for a progress report. Feel free to offer any C&C
Looking good though man, keep updating!
It's taken me quite a while, but I'm happy with what I got. Learned an awful lot, and will have a much better idea of how to prepare my model for texturing next time.
Hope you like
2048x2048 Diffuse, Normal, Specular
Crits are welcome, but I'm not going to touch anything further, unless it's absolutely needed.
Update:
Thanks for taking the time to view my post
-Ben
@Prophet - It's pretty standard Maya Mental Ray renders with a blinn shader for the high res. You can get loads of great free introduction to MR tutorials on the subject over at Digital-Tutors. For the low res, I'm using Marmoset Toolbag with basic lighting and material settings. Hope this helps, mate
any idea how many hours you spent on it total? approx ofc
Thanks guys