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Old 24-01-2010, 12:58 PM   #61
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Tarik2d use subtool master plug for zbrush merge it to one subtool and do retopology.
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Old 24-01-2010, 01:04 PM   #62
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Thanks for the reply If i wanted it to be one object then would all the straps have to be cutting through the main tube bit? hope that makes sense
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Old 24-01-2010, 10:27 PM   #63
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I'm throwing the towel in, don't have time to learn about making these normal maps work this week
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Old 25-01-2010, 03:21 AM   #64
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The latest renders of the face are looking pretty good. Main thing that bugs me is his skin looks too smooth at the moment, especially considering he seems like an old guy.

Looking forward to seeing more!
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Old 25-01-2010, 02:30 PM   #65
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Sorry to hear about the dropping. Oh well, as long as you learned something in this one the next time you enter it should be better and faster GL on the next one.
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Old 25-01-2010, 02:39 PM   #66
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Originally Posted by goast666 View Post
Sorry to hear about the dropping. Oh well, as long as you learned something in this one the next time you enter it should be better and faster GL on the next one.
Thanks. Just for a last shout out if anyone could help sort out the problem ive been having with the normal map seams that would ne good. Do u have to lay your uv's out in a special way or something
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Old 25-01-2010, 02:43 PM   #67
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Oh man.....why are you dropping out....ur character was one of my favourites and your progress was really good....tell me if i can help in that!
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Old 25-01-2010, 02:49 PM   #68
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can you show us the results? it's hard to say what's wrong without seeing any examples
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Old 25-01-2010, 02:51 PM   #69
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Sure here you go

The arm is just the normal map.

The head is a quick diffuse and the normal map
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Old 25-01-2010, 02:56 PM   #70
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if these seams are you problem then you can correct it in photoshop.....just select an area from one side and merge it in other side by spot healing brush....try to blend the edges as far as possible... this is a way u can remove seams!
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Old 25-01-2010, 03:10 PM   #71
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Here are the normals I have, actaully ive just found that they werent doing anything at all.. It was the AO in the diffuse slot that is working fine.
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Old 25-01-2010, 03:18 PM   #72
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in material editor choose materials -> Show viewport materials as -> hardware display with maps, if they work not how you wanted, maybe you should invert the green channel of the normal texture in PS? and add some simple lighting and specular, so that you could see the details, and make the bump map on 100 (as a default it's 30 i think)

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Old 25-01-2010, 03:34 PM   #73
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looks more like an inverted channel, most likely green

Try checking the box that says "Flip Green (Y)" in your normal bump material (it's in the picture above)
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Old 25-01-2010, 03:49 PM   #74
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that "Flip Green (Y)" does nothing in viewport, it only works in renders x] so if he wants to see the normal in viewport, he needs to invert the channel in the texture itself x]
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Old 25-01-2010, 07:59 PM   #75
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Don't drop out it looks like it could just be a missed check-box and your problems should be solved.
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