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Old 17-07-2010, 06:23 PM   #16
Cordero
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Sucking the same banana as everyone who is new to baking normals and stuff in max.

The floating geometry looks good if i don't flip the channel (looks just like on the highpoly) but everything else has black edges to it, if don't flip. (this is the flipped version posted here)

There is that black shading on the blade near the tip.
And the handle has this ugly black stuff... i guess i need to divide it, because there are not enough polys there.

Its 754 tris by the way. Those spikes suck up some.
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Old 17-07-2010, 07:06 PM   #17
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cant really help without you posting your wires. are you using a real time shader? o rjust a regular max shader on this? Shouldnt need to flip anything if you re in max.
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Old 17-07-2010, 09:46 PM   #18
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Yeah, i shouldn't. All i'm saying, is if i flip, some of the elements becomes correct, and some becomes incorrect.

wire!
Maybe not the best way handling those spikes, but its not causing any problem as far as i can tell.

I do you use a shader. The Xoliulshader.
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Old 18-07-2010, 09:34 PM   #19
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started on the beretta.
Getting better at this high poly modeling stuff... there are many details missing now, and also i need to do the other side, since as far as i know most of this little buttons and stuff isn't there on the other side.

any ideas crits with the knife? or should i move on to texturing?
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Old 20-07-2010, 08:40 PM   #20
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the knife is looking better and te gun is nice, mabe a bit thin round the trigger bit, but overall good
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Old 20-07-2010, 08:44 PM   #21
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Thanks Tarik!
Now you say it, it is really thin! I'm gonna fix that, and finish the highpoly of this beretta, and jump back to the texturing of the knife.

Sorry for the lack of updates guys but i was doing another picture!
http://forums.3dtotal.com/showthread.php?t=77499
this one! feel free to comment!
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Old 21-07-2010, 04:49 PM   #22
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results of the movie challenge came out no good for me this month...
after leaving my depression over it behind, finished the highpoly for the beretta.

crits are welcome!
moving back to the knife to attempt the texturing on that one.
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Old 21-07-2010, 04:54 PM   #23
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Wireframe please.
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Old 21-07-2010, 04:55 PM   #24
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i would gladly post a wireframe, but i don't really see the point in posting one since its just a highpoly model, and the topology doesn't matter at all but okay gonna post one
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Old 21-07-2010, 04:58 PM   #25
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this is the base wire. i just apply a turbosmooth modifier, and thats it.
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Old 21-07-2010, 05:00 PM   #26
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Looks okay apart fropm these some weird pinching and stretching around the top of the grip.
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Old 21-07-2010, 05:37 PM   #27
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Nice Beretta. How many Tris are these?
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Old 21-07-2010, 05:44 PM   #28
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Thanks Christian86!
This is not the low poly version of the beretta, so the triangle count is not final. Since i'm gonna use this highpoly version of the beretta to use it for normal map baking.

I'm gonna do the lowpoly version of this beretta, and then i'm gonna post the tri count!
The final beretta should be around 1k - 2k tris i think... i'm not sure how much.
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Old 21-07-2010, 05:55 PM   #29
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Thanks for info : )
I recently did a Beretta myself and it has 4000 Tris : /

Would be interesting to compare what is possible with 1k-2k and with 4k. But I let me say, I not into lowpoly modeling. When you post your lowpoly and I forget to check and comment, feel free to pm me : )
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Old 21-07-2010, 09:52 PM   #30
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Christian86 4k is cool, depends really on what you want to fake, and what you want geometry for.. i think i'm gonna go for faking most of the stuff, since its not the main part of the character..

its 2194 tris at the moment, which can be decreased to 2k, with the tweaking of the other side. (and removing giant triangles )

The character is 3,372 tris, so with the double baretta, i'm sitting at 7,372 tris. The knife is 942, so the final number for now would be 8315 tris.

A samurai sword, and an m4a1 left. And maybe a rocket launcher.
Gonna rest this modeling thing for a while, i'm really gonna start with the texturing of the knife.
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