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#61 |
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Registered User
Join Date: Jul 2009
Location: Russia
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Tarik2d use subtool master plug for zbrush
merge it to one subtool and do retopology. |
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#62 |
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Registered User
Join Date: Jul 2006
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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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#63 |
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Registered User
Join Date: Jul 2006
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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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#64 |
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Moon Master
Join Date: Oct 2006
Location: Albany, NY
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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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dchap.com - my 3D portfolio site, check it out! |
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#65 |
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Toast
Join Date: Jul 2008
Location: Grand Rapids, MI
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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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--goast-- |
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#66 |
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Registered User
Join Date: Jul 2006
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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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#67 |
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Tessellated....
Join Date: Jan 2010
Location: India
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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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" This is Flint Lockwood Diatomic Super Mutating Dynamic Food Replicator or for short the FLDSMDFR" ![]() Low Poly Props (Updated) ![]() |
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#68 |
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wannabe artist
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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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#69 |
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Registered User
Join Date: Jul 2006
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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 Last edited by Tarik2d; 25-01-2010 at 02:53 PM.. |
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#70 |
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Tessellated....
Join Date: Jan 2010
Location: India
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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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" This is Flint Lockwood Diatomic Super Mutating Dynamic Food Replicator or for short the FLDSMDFR" ![]() Low Poly Props (Updated) ![]() |
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#71 |
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Registered User
Join Date: Jul 2006
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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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#72 |
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wannabe artist
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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)
Last edited by armians; 25-01-2010 at 03:21 PM.. |
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#73 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
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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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#74 |
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wannabe artist
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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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#75 |
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Registered User
Join Date: May 2008
Location: New Jersey, USA
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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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Last edited by buzz001; 25-01-2010 at 08:01 PM.. |
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