Re: The Studio Quick-Crit Thread
Not everything I make is going to be baked now. :/
But I do understand what you mean. I was going to use a blended box map and try texturing it as it is. See how that goes. I wanted to see how this would work out for me. Though I should have modeled in a few dents in the metal or something. Also I was trying to model in the text on the label using this method. Didn't work out... Any other way to do it?
Re: The Studio Quick-Crit Thread
photoshop
you don't model in dents, you add those in photoshop.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
photoshop
you don't model in dents, you add those in photoshop.
Personally I would model them in, but only for HaloCE seems as it has no normal maps on anything but geometry.
Quote:
Originally Posted by
neuro
as for hunter and your locker: what's the purpose of doing anything highres if you're not going to see anything more than a pixel or 2 of it.
You got me confused then. Call him DEE, Imda onli Hunter round here bruv :P
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Hunter
Personally I would model them in, but only for HaloCE seems as it has no normal maps on anything but geometry.
learn your words. 'geometry'. i'm assuming you're referring to the fact CE only shows normalmaps on level geometry, yes, but a vehicle and a tree are also geometry. go wikipedia the word or something.
as for the modelling, i'm referring to that locker he made, and the next-gen creation process in general.
it takes 2 minutes to paint a little dent-heightmap in photoshop and turn it into a normalmap and overlay it (half the blue channel) than it would take to model a realistic looking dent into your geometry (depending on how fast you work and the resolution ofcourse)
Quote:
Originally Posted by
Hunter
You got me confused then. Call him DEE, Imda onli Hunter round here bruv :P
you're both stupid.:realsmug:
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
learn your words. 'geometry'. i'm assuming you're referring to the fact CE only shows normalmaps on level geometry, yes, but a vehicle and a tree are also geometry. go wikipedia the word or something.
as for the modelling, i'm referring to that locker he made, and the next-gen creation process in general.
it takes 2 minutes to paint a little dent-heightmap in photoshop and turn it into a normalmap and overlay it (half the blue channel) than it would take to model a realistic looking dent into your geometry (depending on how fast you work and the resolution ofcourse)
you're both stupid.:realsmug:
k. Cheers?
Re: The Studio Quick-Crit Thread
I've been noticing a lot of people just starting to learn the next gen modeling process and using it in all the wrong applications. It's nice you all learned how to Subdivide but perhaps using in a situation where a normal map would be of better use would give you better practice.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
you're both stupid.:realsmug:
k.udos Sir.
edit: nice lookin HUD bro. (@ Cagerrin)
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
photoshop
you don't model in dents, you add those in photoshop.
But adding dents is easy in Zbrush/Mudbox. Are you talking about displacement maps?
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MetKiller Joe
But adding dents is easy in Zbrush/Mudbox. Are you talking about displacement maps?
No, You can just paint dents in photoshop like you would a displacement map. But you can then use the nvidia normal map plugins and render out a normal map and just add it to your old normal map. There are a few photoshop actions to do this or you could just do it manually.
Re: The Studio Quick-Crit Thread