ah thanks so your more or less only doing stuff in the HP that effect the silhouette and edges of the prop and apply all other detail via ndo.
also are you also using the AO from normals in ndo2 for some of this too? and combing that AO map with your baked one?
sorry for all the question i just like the idea of being able to skip a lot of the HP modeling and still get nice normals and AO out of things. really cuts down on the amount of headaches to go with things, since there is usual always a snag or some time wasted when trying to get good bakes out when you have a very detailed HP model or lots of floating geo.
ah thanks so your more or less only doing stuff in the HP that effect the silhouette and edges of the prop and apply all other detail via ndo.
also are you also using the AO from normals in ndo2 for some of this too? and combing that AO map with your baked one?
sorry for all the question i just like the idea of being able to skip a lot of the HP modeling and still get nice normals and AO out of things. really cuts down on the amount of headaches to go with things, since there is usual always a snag or some time wasted when trying to get good bakes out when you have a very detailed HP model or lots of floating geo.
Yeah, that's exactly what I do!
Very good conclusions.
The AO from nDo really did a nice job once combined with the baked ones.
I had to fiddle a bit making them work together well everywhere, but not much.
I think this technique is really nice, and it cuts down on production time.
Of course, it doesn't work all of the times. Sometimes you still have to spend some time on high polies.
Can you video of your process using nDo? Have you tried nDo 2 Beta?
i believe he was using ndo2 beta since he said he used the normals to AO feature when i asked about it.
but ya i believe his work flow is really just making selections and converting them to normals via ndo and drawing paths and doing the same to create panel seams than taking all the normals from ndo and using the generate AO from normals options and combining with the baked AO map.
these are just assumptions but from my experience should get you similar results Computron.
i believe he was using ndo2 beta since he said he used the normals to AO feature when i asked about it.
but ya i believe his work flow is really just making selections and converting them to normals via ndo and drawing paths and doing the same to create panel seams than taking all the normals from ndo and using the generate AO from normals options and combining with the baked AO map.
these are just assumptions but from my experience should get you similar results Computron.
Yeah, that's more or less what I do.
After completing the normal map I baked an AO map from nDo, combined it with my HP->LP AO and adjusted some levels etc. to make it look okay.
And yes, I was using the nDo 2 beta. Wonderful program.
Im getting a very Deus Ex: Human Revolution sort of vibe I like it!
Lol I didn't even check out the title of the thread. I kinda feel silly now. But hey think about it this way mission accomplished it certainly looks like someting from Deus Ex
Textures are looking delicious bud!! The colour choice is amazing too. Just a note that the grammar for your Mandarin text isn't accurate (I'm Chinese), was it supposed to mean "This way to the Armoury" ?
Nice work @Disting, but i must say, the Chinese words "這種方式軍械庫" above the door are wrong, I think you wanna say "Armory this way" right? Then "軍械庫方向" will be a better choice.
And I have one question, how to sculpt those mechanical things like the door, wall and ground in your scene, straight lines, glossy faces?
Wow, really great. I love the subtle circular light reflection near the middle of the composition on the floor. How did you do that? I don't see a source for the light. I don't have much feedback to give you because it's way above my skillful, very beautiful.
Replies
also are you also using the AO from normals in ndo2 for some of this too? and combing that AO map with your baked one?
sorry for all the question i just like the idea of being able to skip a lot of the HP modeling and still get nice normals and AO out of things. really cuts down on the amount of headaches to go with things, since there is usual always a snag or some time wasted when trying to get good bakes out when you have a very detailed HP model or lots of floating geo.
Yeah, that's exactly what I do!
Very good conclusions.
The AO from nDo really did a nice job once combined with the baked ones.
I had to fiddle a bit making them work together well everywhere, but not much.
I think this technique is really nice, and it cuts down on production time.
Of course, it doesn't work all of the times. Sometimes you still have to spend some time on high polies.
i believe he was using ndo2 beta since he said he used the normals to AO feature when i asked about it.
but ya i believe his work flow is really just making selections and converting them to normals via ndo and drawing paths and doing the same to create panel seams than taking all the normals from ndo and using the generate AO from normals options and combining with the baked AO map.
these are just assumptions but from my experience should get you similar results Computron.
Yeah, that's more or less what I do.
After completing the normal map I baked an AO map from nDo, combined it with my HP->LP AO and adjusted some levels etc. to make it look okay.
And yes, I was using the nDo 2 beta. Wonderful program.
Thanks! I'm glad you like it!
The problem was solved when I moved to Sandbox from the CDK. ^^
I really like the scene so far,want to see some more!
And I have one question, how to sculpt those mechanical things like the door, wall and ground in your scene, straight lines, glossy faces?