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Old 26-11-2009, 09:33 PM   #46
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Thinking about what's left to do it's unlikely i'll make the deadline. But I will be completing this model, just may be a few days after the deadline.
At least it'll give me time to test it with the UDK (Unreal dev Kit).
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Old 27-11-2009, 01:14 AM   #47
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Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! 
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Quick normal mapping test for the rifle in xNormal. Turned out rather well for a 1k texture map.
This is without any tweaking of the normal map, I will be baking it from seperate parts instead of baking as a whole as I did for this test, since there are some areas that mapped the wrong parts of the high res mesh. Mainly in the overlapping areas.
Also will bake with a higher anti-alais level in future. Or bake at double resolution the downsize.
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Old 27-11-2009, 01:31 AM   #48
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The Golden Grenade V: For participating in the Dominance War V and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War V and successfully finishing, well done soldier! Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason: 2nd place in low poly challenge! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason:  Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly challenge Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly challenge ''Army of One'' 
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That's a great bake. Looks like highpoly model at first glance.
And what does anti-alais does? I never raise it when baking my maps.
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Old 27-11-2009, 01:40 AM   #49
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Anti-alaising is when it samples more than once for every pixel it bakes onto the texture map, meaning you get non-jaggy edges on fine details. It makes the normal map look much cleaner but takes longer to bake.

Same normal map again, but with an AO bake added, and different lighting.
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Old 27-11-2009, 01:55 AM   #50
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Just thought i'd show a comparrison between the high poly and the low poly.
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Old 27-11-2009, 12:26 PM   #51
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brilliant!
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Old 27-11-2009, 07:10 PM   #52
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Pity the normals in Blender are not displayed as well as they are in xNormal. Will test how something like the UDK displays this model and normal map to see whether it's an xNormal or Blender issue.
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Old 27-11-2009, 08:17 PM   #53
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Rifle in the unreal engine UDK, shows up similar to how Blender displays it. Guess I will have to figure this out at a later point in time and just go with what's done for now.
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Old 27-11-2009, 08:25 PM   #54
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You may have to test with Swizzle coordinates in XNormal. Standard ones work great for me(I use maya) but maybe not for blender and UE
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Old 27-11-2009, 08:42 PM   #55
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It's not the swizzle co-ordinates. Figured it out.
It's how it calculates the normals (not talking about normal mapping, but the actual polygon surface normal) to display the lighting on the low poly mesh.

It's solved by selecting the export normals option on the .obj export window of Blender. when exporting the low poly mesh to xNormal for baking. Seems that Blender and xNormal calculates surface normals slightly differently. using this optoins overides xNormals calulation.

Again in UDK, it is an improvement.
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Old 28-11-2009, 02:44 PM   #56
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Weapon looks great. Really good models.
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Old 29-11-2009, 06:00 PM   #57
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platypus_green: I use Blender as well and it's very encouraging to see the results that you are able to get with the software. I'm looking forward to seeing the final results of this project. A shame if you don't get it done under the deadline, but still an inspiration for me. Thanks!
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Old 30-11-2009, 05:37 AM   #58
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Hey man looking real good!!! Very clean work. Really would like to see this finish on time, good luck!
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Old 30-11-2009, 06:18 AM   #59
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would like to see this one finished as well.. it's just to awesome, great balance and design.
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