Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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ratty redemption [RIP]:
@ kat, hehe, thanks and this was mainly done with stretching the uv's around the seam which was quite easy once I developed the workflow. I also baked the two sections at the same time, with a 2048x1024 normalmap then split it in psp8, so on the low frequency bake there is no seam at all.

kat:
Rivets.. lots of them (over 450 and still counting). I have to question the effort involved in adding this sort of detail to a model when the normal maps these will generate will have these things occupy just a few pixels - it's taken me the best part of a week to add these (in between other things). This sort of thing seems to be to be better off done mucking about with 2D height templates and normal map programs like CrazyBump.

ratty redemption [RIP]:
@ kat, were you placing these by hand?

you could use particle objects and spawn them along vertex groups following certain edges or vertices. that would be very quick in comparison.

kat:
Yeah, I thought there might be a quick way not sure how using an automated approach would allow for these things being slightly off-kilter as they don't exactly line up on the real thing (being hand placed rivets) and are slightly different sizes. I don't mind so much though as it's oddly therapeutic!

ratty redemption [RIP]:
@ kat understood and we can enter a few random variables with the spawning of particle objects.

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