through normal maps? are asking how he did that or how he made the details in the high poly
through normal maps? are asking how he did that or how he made the details in the high poly
subdiv, floating geo probably
yup, he posted a tut about that a while back around here somewhere
theres no floating geometry in this model, look for yourself. (except for the strip-thing at the back)
it's not the cleanest model around, but its not so bad it's an eyesore.
edit:
first few of hours texturing it.
mostly just adding scratches and such, so it's not a massive change, but it's starting to look nicer already!
and yes, i know there are scratched n areas where they can't be, but i dont give a crap about that atm.
Last edited by neuro; May 18th, 2010 at 08:13 AM.
well there's your answer, wireframe explains it all. might not be clean but the low poly came out great so what ev.
you shouldnt put your edge loops so close together, iy'll just come out as a hard edge when you bake it.
loosen it up a bit, edges shouldnt be that hard.
having it flow softer will let the light bounce off your edges nicer, giving them a nice highlight when it's lit properly.
e: also, got any pics without wire?
working in maya so much i miss the modifier stack terribly![]()
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