@AutopsySoldier: The tri count for the fire hydrant is 1438. And here is some big screenshots of the gun http://img691.imageshack.us/gal.php?g=gun3l.jpg I used Polyboost a lot. Which really helped in smoothing out the topology on the handgrip area. @onionhead_o: Here's the door with the normal map. I made this years a go…
Hello! I made a model of my D&D character for my portfolio. The goals I kept in mind for this piece were to: * Complete a game-ready 3D character from scratch, without any base meshes * Learn the hair cards workflow and experiment with manual placement * Convey the core idea of the character, even when the concept is…
first of all thank you for your consideration. my problem is when I want to make normal map in XNormal fro lens part as you can see in image XNormal without any respond stop. second problem is when I export as OBJ in Keyshot the glass have some issue. so I thought my modeling topology perhaps have some issue. I attached…
I'm curious on a few things and maybe some things you could try out.. Try multiple bakes in 3ds Max and xNormal (how do you calculate your distances in xNormal?) Test your normal maps in your game engine (UE3/CE3/Marmoset) as you have it in Max from the looks of it. Most likely it will look different in engine What size of…
That effect appears because of "Seams Termination" option. Basically ddo is making masks thru that wears normal map. And that normal will be fine on model if your background color and its borders on ID map is close to real UV. But for in game model that normal isnt good becouse of large gradients, on MIPmaps it couse a…
I have little experience in baking normal maps and this piece is giving me a big headache. How should I layout the UVs and how should I approach baking such an object? Below are my highpoly, my lowpoly and my really bad result so far. I would really love to get some help here. I used Blender so far for baking my maps and…
From what I gather, ray distance is basically a broken cage - but do give it a try. Are you planning on overlaying a broken cage normal map onto the averaged cage map in order to have both edge shading and unskewed details? Wouldn't that still result in the need for a lot of editing?
Santiago Orgaz, the creator of Xnormal. A very generous man who has for years now, given up immense amounts of his personal time and energy to provide polycount and the entire game developement community at large free, world-class software. I'm writing this thread to try and raise awareness a bit, and to give back to the…
I've stumbled onto something that's a bit of a problem, and I hope that someone here has found a solution that they could share with me. I've been trying to iron out my workflow in order to be more efficient and generally improve my art process. I feel like I have a good idea of what my pipeline should be now and I am able…
Looking once more time on my items I need to say that your right guys :/ haha how cruel... I was referring to this sentence from dota requirements page: "The "_normal" texture should be 24-bit and use the 3dsmax format(red channel is left; green is up; blue is top). If you aren't creating a custom normal map, use a flat…