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#46 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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thats fine. Wont screw with anything. Its just saying that you haven't told Max where you want the map to be placed in the material editor.
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#47 |
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Ima weener!
Join Date: May 2007
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New Concept Image!
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#48 |
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Ima weener!
Join Date: May 2007
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I still have to incorporate his chain in a pleasing way... I'll be doing some sketching.
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#49 |
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Registered User
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looking really awesome.. love the colors but the mechanical right hand doesnt seem like it belongs on the rest of the character.
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Dominance War V - WIP http://forums.3dtotal.com/showthread...635#post845635 Portfolio- MCampbell3d.blogspot.com |
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#50 |
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Ima weener!
Join Date: May 2007
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The glove is still under production. I plan on having a better design after work tonight. Thanks.
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#51 |
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Ima weener!
Join Date: May 2007
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I cant manage to get this projection thing to work out.
Ive got a model I imported from Z-Brush but when I attempt to pick the High Poly model for projection it pulls up a max script and highlights a line pmodInterface.autowrapCage() then I cant click on anything in that section. Very strange. I've done the same with a copy I mesh smoothed to test it out and it worked fine. So I'm a little confused. Any ideas? |
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#52 |
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Ima weener!
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Ok I fiddled around with the object and did some smoothing and, for some reason, that worked.
But I gotta admit, I'm not getting the results I want and it's not really looking that hot. I don't understand how people use this system and get good results. |
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#53 |
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Ima weener!
Join Date: May 2007
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I'm getting pretty reliable results using simple bump maps. I think I might stick with them.
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#54 |
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Registered User
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looking pretty good
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#55 |
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Join Date: Jul 2007
Location: MA, USA
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can we see a render of your "not so hot" normal mapped rustmancer?
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#56 |
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Ima weener!
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The reference geometry from Z-Brush is a lot smoother than what this would lead you to believe. It's not perfect, but it's a lot better.
This is just so messy, and I projected to 2048! I'm not sure why it's appearing like this. |
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#57 |
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Try taking your .TGA file and opening it into photoshop and smoothing and smudging the areas that look choppy on the normal map. It will still keep its normal quality, but the edges will be smooth as opposed to having the square look that it gets when you put it into ZBrush. If that doesn't work, export at about 3 iterations, work in zbrush, then when you import again into max, slap another iteration onto the high poly model. Usually I won't go above 4 iterations because of my machine's laziness.
Also, I'm not sure, but it seems like you don't have any lights on besides the normal light. Try putting three or four omni lights up at the top of the model with shadows on. That should help it out a bit too. edit: try the lighting first.
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#58 |
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Ima weener!
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I do have a couple lights. I'm doing some experimentation and will hopefully have results soon.
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#59 |
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The lights should really be at the top of the scene or the bottom or both, giving too much light in the middle of the object will make it so that you end up not getting the shadow desired which is all normals are about, light tricks. I have this little tutorial that I found on youtube, it's dubbed, but it gets the point across quite simply.
http://www.youtube.com/watch?v=CX_yfoLHkKU It's quite useful actually.
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#60 |
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Is portfolio-less
Join Date: Jul 2007
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Stop sleeping and get back to work!!!!
Let me know how things are going.
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