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NEW !!! Power armor !!!


flickone

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Guys it may only maybe look like its worse now but i must say skree made a great fixing on that he made polyflow much more clean this way there wont be issues with texturing and overall he improved the mesh... Its going out great i think you just should wait for the result of normal maps that will make it much more interesting. Thx for sharing your time mate :thumbsup:

 

about the original power armor i was pretty much shocked too when i exported it in 3ds max. Bet.. made allot of mistakes thats the thing we all know about it.

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Ok heres some visuals showing the normals map from the Hi poly working on the low.

 

Left to right is: Hi poly, low poly, low poly w/ normals from Hi poly

 

Second row is the same renders except with the Wireframe showing. Its more subtle in the last frame the difference between low poly and low poly w/ normals but thats because the wireframe makes it hard to see the subtleties

 

http://www.kolcrosbie.com/Normals%20vs%20regular.jpg

 

http://www.kolcrosbie.com/Normals%20vs%20regular2.jpg

 

The denser your pack job on your unwrap the higher resolution youll be able to get out of your textures. Problems only arise with dense packs when you have a low res texture. Ie. if you had a 32x32 pixel texture on this, youd have a horrible mess, not enough spacing, but youd never put a texture that small on an asset like this anyways, but you get the idea.

Make the most of your UV space!

 

heres the unwrap:

http://www.kolcrosbie.com/Wireframe2.jpg

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Ok heres some visuals showing the normals map from the Hi poly working on the low.

 

Left to right is: Hi poly, low poly, low poly w/ normals from Hi poly

 

Second row is the same renders except with the Wireframe showing. Its more subtle in the last frame the difference between low poly and low poly w/ normals but thats because the wireframe makes it hard to see the subtleties

 

http://www.kolcrosbie.com/Normals%20vs%20regular.jpg

 

http://www.kolcrosbie.com/Normals%20vs%20regular2.jpg

 

The denser your pack job on your unwrap the higher resolution youll be able to get out of your textures. Problems only arise with dense packs when you have a low res texture. Ie. if you had a 32x32 pixel texture on this, youd have a horrible mess, not enough spacing, but youd never put a texture that small on an asset like this anyways, but you get the idea.

Make the most of your UV space!

 

heres the unwrap:

http://www.kolcrosbie.com/Wireframe2.jpg

 

 

ITS F**g great I LOVE YOU for you work!!!! Keep it on!!!! Waht about armor?

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Oh yeah sure dude np. Sorry been really busy at work doing some Wikis on unwrapping lol.

 

For now my schedules been pretty tight so if you want please by all means Go for it.

 

 

Tonight after work when I get home ill send to you the Hipoly, lowpoly and the normal map (and AO map) generated so far.

Id throw it to you sooner but im at work right now ><

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Bump for great justice.

 

I'd really like to get my hands on an archive with both high and low poly versions as that'll be a great "guide" for figuring out how to make my own high poly models for baking. :)

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Well as to whether or not im allowed to distribute this high and modified low poly version out is up to Flickone. im sending him copies tonight since its his original model.

 

Working on textures as we speak :) heres a progress screenshot

 

http://www.kolcrosbie.com/Power_Armor_Beta01.jpg

 

Going to bed now, if Flickone decides to allow release of his lowpoly and the Hipoly that I made for him, we can post it up for people to check out and study.

 

The high poly right now is more just smooth blobby shapes.

After work tonight ill see if i can do a better unwrap, and awesomer Hi-poly with seams, bolts rivets and that kind of good stuff (to make it up to par with Fallout 3 armor)

 

Also forgot, going to make a better diffuse with Baked in glow highlights around the visor... that way it will actually look like its being lit from the visor instead of just faking it.W00t

Lots of work left

 

Oh yeah, also going to throw this baby into Bodypaint to fix seams, paint on specific scratches and chips around the outermost bits to realistically simulate where scratches would really be found on such a model.

Also bodypaint gonna help me project on some wicked-cool mechanical details like vents and stuffs :)

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