Saaya Posted September 10, 2010 Author Share Posted September 10, 2010 Yeah a mesh with more than 10 000 000 polys always looks nice... but the problem is to extract a good normal map from this... I generated a 4096 normal map, reduced at 2048 and sharpened in photoshop, but I don't know why the uv's don't match with the mesh... I will try again tomorrow, changing the topology a little bit, doing the uv's again and re-sculpting with less tiny details. Link to comment Share on other sites More sharing options...
ub3rman123 Posted September 10, 2010 Share Posted September 10, 2010 Woah. How'd you make that texture? Link to comment Share on other sites More sharing options...
TodaY Posted September 10, 2010 Share Posted September 10, 2010 10 000 000 polys... dude, run a poly reducer script xD this will lag your game liek **** Link to comment Share on other sites More sharing options...
mcole254 Posted September 10, 2010 Share Posted September 10, 2010 He's using the method of making a very detailed model (presumably in zbrush) then generating a normal map for a lower polygon model for the game. Look great though Link to comment Share on other sites More sharing options...
TodaY Posted September 10, 2010 Share Posted September 10, 2010 He's using the method of making a very detailed model (presumably in zbrush) then generating a normal map for a lower polygon model for the game. Look great though ....Sure!:P - im only a newbie blender user, so stand with me here xD Link to comment Share on other sites More sharing options...
alonsomartinez Posted September 10, 2010 Share Posted September 10, 2010 I never liked that method. I like running scripts but I guess I can give the normal map technique a shot I tried it months ago didnt really liek the results Anyways I'm looking forward to seeing the finished blade Link to comment Share on other sites More sharing options...
mcole254 Posted September 10, 2010 Share Posted September 10, 2010 You have to know what your doing to have the normal maps turnout well, I have also tried in the past and got odd results. YodaY- I completely agree with your earlier comment though, however that is the whole purpose of a normal map, pretty cool stuff once one learns how to use it. Link to comment Share on other sites More sharing options...
alonsomartinez Posted September 10, 2010 Share Posted September 10, 2010 I had a tutorial from Lhammonds Link to comment Share on other sites More sharing options...
Saaya Posted September 11, 2010 Author Share Posted September 11, 2010 I did the sculpting again, here is the result : http://fc08.deviantart.net/fs71/f/2010/254/d/3/sword01_wip03_by_julienjulien-d2yhid8.jpg Took me at least 5 hours ^^. Link to comment Share on other sites More sharing options...
Saaya Posted September 11, 2010 Author Share Posted September 11, 2010 I'm really stoopid... I wanted to do a 2048x512 or 1024x256 texture with back/front overlaped UV's and I forgot to stretch the Uv's to take the 0-1 uv space entierely... Now I have to sculpt this again with the new UV's because I can't import them in the current highpoly... :wallbash: PS : I tried to do a quick normal map, 1024x256, and a basic texture, then I exported from max in OBJ, imported in blender to have the collision ( the niftools doesn't works on my 3ds max 2010, the niftools 2010 beta doesn't appear, or I can't find it ). I tested ingame, it works perfectly, the non-square texture is automatically stretched on a square and match the UV's. :biggrin: A 2048x512 texture+normal map will be good I think. Link to comment Share on other sites More sharing options...
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