Amazing detail on the HP model! I dont think the detail is quite showing up well on the LP model. Maybe you need to get some spec in there to help highlight the normals? Also, the GI map seems a little soft. Maybe try some sort of dirt map to really punch up the detail.
BTW, how did you do the weld lines? I tried something similar on my own APC concept, but yours looks much better.
Maybe you need to get some spec in there to help highlight the normals
Its AO only! There is no lighting or normal maps.
I would like to increase the number of polygons too. But for us the 17k+ is a lot of polygons. I used the geometry only where it was impossible to do ti by the normal map.
In fact, the main problem of this model in the amount of detail. They are not complicated, but a lot of them. If you compare the BMPT and Abrams, you will see that the BMPT more details.
how did you do the weld lines?
In fact, it's easy! more polygons and Clay brush spray mode with a small value of the placement and scale. Sometimes the brush TrimDynamic to cut sharp corners.
cptSwing
Did you sculpt the fabric pieces on the ends of the barrels
I hope you do plan on shooting the normals! Cant wait to see them! The barrels will come out great im sure!
I can tell right away that this vehicle has more detail then mormal, and it will be hard to keep it low on the poly count. Good luck with that! The handles and and small bits on the surface thats going to kill your poly count, but without them the tank will look like a toy. detail = scale.
Thanks for the tip on the panel lines. I never thought about going into Zbrush to do it. I myself created splines along the weld lines (3DS) and tesilated them, then put a noise modifier on it to give it that random weld look. It came out "OK" but I like yours much more. Its more convincing! Here is my own APC concept with my own weld line technique.
Gibbage
It's easy to do, but there is a problem with the polycount. I made a model in Maya and everything was fine, but when I import it to 3dsmax it becomes a big problem. Turn the camera is very hard)) Every time a freeze within 10-30 seconds.
Your concept of APC looks cool! But if you want to do low-poly, The standard tip, but it is very relevant. This is especially true for wheels)
Yeah, like people allreaddy have mentioned, most of your edges are to sharp to bake well. You can unfortunately see it on your bake already. On the edges that's hard the normal information isn't strong enough to compensate.
I would consider going over every edge and loosing them up.
Replies
Base meshes for creating seams in ZBrush
from St.Petersburg to?)
BTW, how did you do the weld lines? I tried something similar on my own APC concept, but yours looks much better.
You could also add more details on you low poly here, it does look a little flat
i do agree that the normals don't seem to 'pop' as much as they should, maybe you missed a setting in the viewport shader?
thx man!=)
alexdubbeat
Yes, but a little later
Gibbage
Its AO only! There is no lighting or normal maps.
I would like to increase the number of polygons too. But for us the 17k+ is a lot of polygons. I used the geometry only where it was impossible to do ti by the normal map.
In fact, the main problem of this model in the amount of detail. They are not complicated, but a lot of them. If you compare the BMPT and Abrams, you will see that the BMPT more details.
In fact, it's easy! more polygons and Clay brush spray mode with a small value of the placement and scale. Sometimes the brush TrimDynamic to cut sharp corners.
cptSwing Sculpt, ofcourse=)
I can tell right away that this vehicle has more detail then mormal, and it will be hard to keep it low on the poly count. Good luck with that! The handles and and small bits on the surface thats going to kill your poly count, but without them the tank will look like a toy. detail = scale.
Thanks for the tip on the panel lines. I never thought about going into Zbrush to do it. I myself created splines along the weld lines (3DS) and tesilated them, then put a noise modifier on it to give it that random weld look. It came out "OK" but I like yours much more. Its more convincing! Here is my own APC concept with my own weld line technique.
Gibbage
It's easy to do, but there is a problem with the polycount. I made a model in Maya and everything was fine, but when I import it to 3dsmax it becomes a big problem. Turn the camera is very hard)) Every time a freeze within 10-30 seconds.
Your concept of APC looks cool! But if you want to do low-poly, The standard tip, but it is very relevant. This is especially true for wheels)
Ps. Sorry for my English)
is not the end result. Just a color, normal map and a little specular. Quick render in marmoset)
Especially bad looking tracks.
I would consider going over every edge and loosing them up.