uhm, yeah, some hardsurface practice
didnt use a ref, but after i finished i realized it reminds me like something ive seen somewhere. maybe from racer
however this is the first tile from 3 which will be layed down in a control tower [inspired by ghost in the shell ]
iam going to upload the concept tomorrow
notice to myself, if you´re ever going to model everything in instead of using floating geometry. DONT FUCKING DO IT.
couldn't turbosmooth the panels because it would go up to 50million tris or something like that (its not that i didnt try, but my pc crashed everytime i did)
update
here's the screenshot from gits
i wont copy it 1:1, but at least the genereal shape will be the same
Replies
You might have some troubles when you go to render your normal maps. Because the crosshatching is so fine, it likely won't render out with great clarity. You'll have use a really large texture size, or increase the size of the crosshatching itself.
Not bad though. Keep us posted
hm, yeah, have to see how it works out
but since its tileable and this isnt for any kind of a game, i can maybe get away with a little bigger map for the tile
guess i have to make some changes though
http://img211.imageshack.us/img211/6187/floortilehi.png
the normal map came out fine ( 2048x2048 )
still some noob mistakes from the modeling, so all the details arent as good as they could be
not going to make the mistake again
http://img8.imageshack.us/img8/2623/finaltilenormal.jpg
applied to a plane
http://img375.imageshack.us/img375/8461/crappocopy.jpg
dont know if this is going to work
with ao it really looks blurry...
maybe i can touch this up in photoshop a bit, but its already 4.30am, so iam calling it a day
here´s a part of the layout
cant put everything together because there´s still one tile missing but iam working on it, next after that comes the table
http://img37.imageshack.us/img37/9059/layoutwp.jpg
Also copy and pasted from Jason's Deus Ex thread:
many details dont read too well
i will try to keep this in mind when i model the rest of the scene and maybe revisit the floortiles when everything else is finished
also edited all posts and replaced the images with links, so this thread wont be so bandwidth hungry
here´s the final layout
Remember that Normal map is baked through projected rays. If surface is perpendicular to the projection plane then it will not appear in the normal map.
edit : the black lines are btw from the ao map afaik
original concept by paul richards
i think the screws (especially the ones on the side) are too small
180tris
somehow the normalmap is fucked up
dont know for sure whats going on, but thats for later... need some sleep now
i remodeled the low maybe 5-6 times in different ways but the normalmap stays this way
i tryd to smooth out the high poly a bit, but its not that easy with the curved silhouette
kinda freakin out here and am a little afraid to post cauz its always the normals with me =(
anyway, whats the problem here ?
there are no errors whatsoever, so somehow my lowpoly must be shitty
maybe way more geo on the edges ?
edit: as u use blender copy the object move the mirrored uv shells outside the checkered box in the imageeditor....aka uv thingy screen.....
export that copied version to bake in xnormal... which i suppose u use to bake....
edit: thanks btw, i was really frustrated. this is my first mirrored thing so i somehow forgot about that.. despite the fact that i saw several tutorials some time ago...
bake works somehow, but i get a nasty seam along my seam, but only on the mirrored side, the original side looks good
edit: ok, no seams in unity
personally i find xnormal doe sway better normal and AO bakes than blender does so maybe you should just export out your high and low poly and do it in xnormal.
and like was mentioned previous the easiest way to do it mirrored is to just make a copy for baking the maps that has one side of the uv layout dragged out of the 1 to 0 space.
Why not just bake the whole thing?
Ive never expereinced the issue you are having when baking from high to low poly in blender...if i may ask, do you mind sharing just that object and see if i cant either repeat or help with that normal?
unity and marmoset display them correctly
i take it you have glsl enabled while in blender.
and your model looks good, interested to see how the project of yours turns out, like the reference pic as well
Its probably the absolute best way to get scratches etc onto your normal, without pushing polys, and its fast too..
i was thinking about that method when you were doing your grated floors.
some progress
made a quick blockout and played around with marmorset
remodelled the lamp, textures still wip
and sketched out the table, it will be bigger than the table in the original scene and there will be some modifications, well, thats the direction it will be going
still getting used to my wacom, so its not as good as i would like it to be, but iam getting there
and i know, iam kinda slow, but this is my first complete project and there´s alot of learning involved (and a lot a remodelling stuff 10 or more times because it looks like shit) so bear with me
crits ? suggestions ?
it would be cool to have the 3d map (and the monitors) animated, but iam not yet sure how to realize that since i havent done anything related to animation yet