I managed to get a few more things done this week, all the weapons are now finalized and ready to get put in the game and I'm not working on the pick up, and mocking some stuff up in a wireframing tool for the interface. Comments and Crits welcome! Hope to have more next Friday.
I´ve continued the work.... realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now. Currently I´m working on the details. Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.
thanks proxzee, i tried tweaking the legs a bit, and replaced the feet. i also replaced the hands but there still sucking, anyone know of a good topology for lower poly hands? also here is a wireframe shot.. although the model in its current state is definately not intended for realtime use..
I don't want thumbnails, too many images D: They are either too tiny to tell whats going on, or its an ambiguous part of a image. And what if then don't have any fancy renders yet, all you get is a crappy thumbnail of wireframes or a boring high poly render.
I'm not completely sure but it might have to do with the super sampling. A time ago when I tried to bake a normalmap in max with super sampling. I got some weird, dotted wireframe all over the normalmap. You could try turning it off or bake in another program.
Just a quick post on my progress so far. I have my normal map done still needs some clean up so if you see anything wrong I might already know but point out if you want :). Low Poly Bake: WireFrame
Its hard to see things clearly in these renders ditch the reflective material, get some viewport shots including wireframes, and if you absolutely need to render for some reason, change the background to something lighter by selecting your renderable camera in the outliner and changing the environment color in the atribute…
Do you have the game? in that case u can use the modelviewer and load all those models and check polycount etc in there. I know its not answer to the question but its pretty good since you can also see lod's and wireframes, check animations etc etc
Here are 2 wireframe pictures from UC2. From what I remember reading Drakes hair was all placed/rotated by hand. http://www.zbrushcentral.com/attachment.php?attachmentid=171653 http://www.zbrushcentral.com/attachment.php?attachmentid=171652 EDIT: Wont let me embed the images for some reason : /
btw. just out of fun I rendered together a sampe 512² texture map (smoothing groups blockout map bake + light tracer bake + wireframe bake)- that way you can better see the bleeding around the shells: some spots are tight but mostly it works ok