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Thread: Quick-Crit 2010

  1. #901
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by neuro View Post
    you're going to have to bake that in like 4 passes lol.
    also, your lowpoly is terrifyingly un-optimised.

    have fun :P
    I optimize after uv (which I'm doing right now).

    btw, why there's so more detail on the bottom is because of the size of the structure. here's an image ref on size. (they took out the middle and left the top and bottom)


  2. #902
    chilango Con's Avatar
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    Re: Quick-Crit 2010

    What's he mean about 4 passes being required? Why is that so?

  3. #903
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    Low Poly. Time to optimize it :P


  4. #904

    Re: Quick-Crit 2010

    idgi. Wouldn't it have been easier to optimize before unwrapping?

  5. #905

    Re: Quick-Crit 2010

    well i typed out a big post on how and why, but i accidentally hit backspace and deleted it all, and im not going to retype it all.

    kid, if yu change geo after baking you're destroying your normalmap, it's rendered to work from your existing geo.
    optimising is part of modelling process, doing it as a last step is plain retarded in every way you can look at it.

    con, it's got to do with intersecting geometry pieces, if shit's so close together, the cage can intersect the wrong piece of geometry so to speak, and produce bake artifacts.

  6. #906
    chilango Con's Avatar
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    Re: Quick-Crit 2010

    Oh, I think I understand what you mean. It'll be using the normals from the surface inside the other surface and not necessarily the outside one. Where they overlap from the point of view of the cage is where the problems can occur...

  7. #907

    Re: Quick-Crit 2010

    yeah pretty much that.

    also, the texture is pretty horrible.
    it's just a generic noise teture with ambient atm.
    Last edited by neuro; July 22nd, 2010 at 05:55 AM.

  8. #908
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by neuro View Post
    yeah pretty much that.

    also, the texture is pretty horrible.
    it's just a generic noise teture with ambient atm.
    I'm not a texture artist so I realy can't do much there, but Sorry if i wasn't clear on the optimize. I leave in alot of faces that can't be seen in the mesh when baking. after, I go back and delete them if they aren't needed. As you can see, the model is already quiet diff than the one before unwrap.

  9. #909

    Re: Quick-Crit 2010

    you dont need to be a texture artist.

    just go into photoshop and paint on all the edges a bit, lighten them some. use your normalmap as a guideline, trust me, it'll look miles better.

  10. #910
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    Re: Quick-Crit 2010



    Made an admin medal for the ETF2L Highlander tournament at their request.

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