So I wanted to start this up for a while.
My 1 goal in term of 3d work over the winter break here is to learn how to properly normal map in maya2012. I had a computer data loss issue about 3 weeks ago and only recently have gotten back into 3d and web stuff. I lost all my models, web work, music, everything gone. Running AV now and backing up more so I think I'm covered.
The purpose of this thread is to house my 3d stuff I make either for fun or to learn new techniques like normal mapping.
Start off with some new stuff I made just now while wasting some time before I go back to college for a few hours and wrap up some biz before christmas break really starts.
Not based at all on TF2 sniper but I see a lot of similarities now. Big work in progress. Plan on wires, knobs and crap.
I still haven't decided what would be a good first normal map model. Should I do something as simple as a box or should I jump headfirst into something more complicated and up my aisle like all these guns I make? What do you think?
Replies
One thing that I have learned from every break from school is that it is very easy to kick back and relax too much if you don't set strict deadlines for yourself. You've got a pretty clear goal, but break it up into smaller chunks. Not only is it easier to manage, but it makes a project much more feasible. When you reach a small milestone you've set, reward yourself with a break to play games. POSITIVE REINFORCEMENT!
Anyway, as far as this specific project goes, you're off to a good start. I'd say if you have any hesitations about something being too complex, then maybe you could do a few small studies and then apply what you've learned to the larger piece. Kinda like doing thumbnails for a composition. Otherwise, you can just dive head first into it, and learn from the mistakes on the way. Either way, you'll learn plenty.
And those are my thoughts. Good luck, and make sure to enjoy your break.
A box is just so boring.
The rifle looks cool, doesn't remind me of TF2 at all.
512x512
screwing around. gonna try something more complicated now
high poly heavy work in progress coming along very well though
high poly like 90% done and then i strip down and bake
very excited to see how this goes. what a nerd i am to get excited over this stuff lol
show us the highpoly and we'll help you out. as much as we can.
will get high poly done today. all that is left is foregrip which i'm going pretty detail nuts on. then i will add detail to the bolts and then i think that's it.
any recommendations on normal map size? i was thinking 1024x
http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29
good luck n88tr on your journey to learn the steps for normal mapping...i'm still learning it too...along with everything else
one key thing you should ALWAYS note with normal maps is to bevel your edges on locations which u wish for your low poly to pick up or else there virtually is nothing the normal map will pick up
i noticed that from your first normal map...good luck on your learning journey....it is long but worthwhile!
by diffuse you mean my texture map?
some edges need more edges
don't much like grip and all those noodles around it but normal might make em look nice I don't know
i'll do that
new pistol grip details
new foregrip
new silenced barrel
slightly shortened stock
less angled rear of gun below rear sights
moved charging handle to proper place
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looking at various references to get more out of the gun
http://www.imfdb.org/w/images/4/4c/Uzi.jpg
http://www.imfdb.org/w/images/f/f7/MPA930SST.jpg
http://www.ted-kyte.com/3D/Pictures/UZI%201.jpg
http://cdn.eat3d.com/files/forum_images/mac-10_wireframe.jpg
http://archer.gamebanana.com/img/ss/srends/29771.jpg
http://nicolas-brejat.com/PERSO/UZI%20custom%20accessoires.jpg
Trying to merge some verts on my gun stock i made [after mirroring].
image 1 with yellow dots I'm trying to zoom in on
http://i44.tinypic.com/20sxbo0.png
image 2 they disappear in that grey triangle that comes from the right-hand side
http://i43.tinypic.com/10paliw.png
Cleared history a bunch of times, doesn't help any.
Any help appreciated.
Although that might not be your problem, it just looks like it because the triangle you describe is in both pictures, its just larger in the latter.
T
thanks a bunch
working on a turntable render of the uzi hybrid with suggested changes
i think maybe i bit off more than i could chew with this gun.
not to take any steps back but i think i should do smaller projects before i jump into all my guns i have on my harddrive
once this tt thing is over and i mash it together in PS i'll start on a smaller HP project I can normal map. was thinking of a skyrim-ish sword since i'm missing the game, away from my gaming tower and all that.
looking into crazybump. would it be jumping the gun to get acquainted with that program?
thanks a lot guys you have no idea what it means that i'm learning so much
rendered fine but i apparently didn't set it to turn 360 so i got 360 frames of 1 angle
working on that sword now
now bed time
not sure if the top cylinder looks like a strong connection to the blade
I suppose now would be good time to install zbrush and mess around with the sword?
not sure what is going on?
nevermind i found it
try my normal map with sword after i break down to the low
will post the low and ask if it's low enough and maybe get geometry suggestions
running xnormal and following tutorial. work on Z later, giving me a major headache
is this slow??
http://eat3d.com/free/xnormal_overview
I force quit program then ran it again just to get 512x normal
let it run all night and then I still see it "analyzing" my high obj
using xnormal
I get this when I start up
what drivers is it talking about do you think?
program runs but this error comes up on start up
plugged in exported normal to bump channel
not so pretty but i can rebake at higher and see how high i can go before problems arise
512 map
1024 map
First of all wtf? the normal doesn't look right at all when applied.
also i see like no difference between the 512 and the 1024 map
i did export at tga but uploaded in pngs here
ideas??
Not sure how you set it up or what you did but yeah it's not looking too good
made a new high poly. no preview smooth, just high poly with mesh-smooth function
and i baked at 2048x2048
high - normals low - low
still really messed up but the normal map looks ok I think
ideas?
How should I loosen it up?
I can do that.
I also got a suggestion on another board to triangulate the low. I'll try that too.
Will post uvs of both high and low and then try another bake today.
UV maps
High
Low
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new boxes made
bake test
bake test 2 with cage covering low poly
Still screwing it up. I had hoped the cage would help. Didn't seem to. Still at a loss here.