This is part of a larger object. While unwrapping, I'm testing normals in the process. What's the smartest way to pack this unwrap? (Highlighted / selected area will contain floaters / floating geometry. Also, comments and suggestions on the unwrap are welcome and appreciated.)
Can you show a screenshot of what you mean by waviness? For the floating geometry, does your cage fully cover the floating elements? Are the floaters selected in the highpoly mesh list in RTT?
raul: Thanks :) Another update, closing in on the finish line for the highpoly now. Please come with critics and suggestions :) "I know i forgot to turn off turn of shadows for some of the floaters ;) "
Made all the belts with a custom IMM brush. I'll add buckles later and holes with floaters. I modeled some accessories too. I'll tweak some proportions too.
hookay so done with the basic shapes for the high poly all the pieces are turbosmoothed up and now i just add some more details and floaters Uploaded with ImageShack.us edit: better render
Made the rim and tires! I've made tires in the past but I decided to try something now out and use floaters for the extrusions. It worked out great! C&C Always welcome :smile:
EDIT: Reup'd with blinn applied little rectangles at bottom kept giving me pinching and stretching and I didn't want to adjust my topology for the top part. So floaters. Fuck the police.
I hope to go back and add more detail as floaters later. I also now see some proportions that I missed, as well as one part of the mesh that is crooked in the side view.
Tbh, I find it a drag setting this stuff up in Max (especially if you need to exclude floaters from rendering shadows into the AO), so xnormal is my weapon of choice. And it's quick too.