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Old 22-02-2008, 03:55 AM   #46
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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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Old 23-02-2008, 04:13 AM   #47
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The Golden Grenade III: For participating in the Dominance War III and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War III and successfully finishing, well done soldier! 
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New Concept Image!

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Old 23-02-2008, 04:15 AM   #48
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The Golden Grenade III: For participating in the Dominance War III and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War III and successfully finishing, well done soldier! 
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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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Old 23-02-2008, 07:40 AM   #49
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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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Old 23-02-2008, 05:39 PM   #50
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The Golden Grenade III: For participating in the Dominance War III and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War III and successfully finishing, well done soldier! 
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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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Old 24-02-2008, 04:50 AM   #51
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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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Old 24-02-2008, 04:59 AM   #52
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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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Old 24-02-2008, 08:06 AM   #53
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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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Old 24-02-2008, 08:20 AM   #54
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looking pretty good
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Old 24-02-2008, 01:14 PM   #55
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can we see a render of your "not so hot" normal mapped rustmancer?
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Old 24-02-2008, 03:05 PM   #56
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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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Old 24-02-2008, 04:56 PM   #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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Old 24-02-2008, 05:24 PM   #58
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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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Old 24-02-2008, 05:32 PM   #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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Old 25-02-2008, 03:23 PM   #60
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Stop sleeping and get back to work!!!!

Let me know how things are going.
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