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Thread: Quick-Crit 2008-2009

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  1. #11

    Re: The Studio Quick-Crit Thread

    Killer:
    http://www.modacity.net/forums/showp...&postcount=131

    most of the stuff i said there also go for your wall thingy.


    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've got to keep in mind your texture resolution when you want to bake shit. those little bolt thingies won't even be the size of a single pixel, and your edges of the door won't even be as wide as a single pixel.

    your edges are so sharp you won't see anything of a smooth edge on your normalmap because they're less than a pixel

    you can build that thing in 'high res' with 250 polygons and you'd get the exact same result (propably better result even) if you were to bake it down.

    now ask yourself, how long it took you to highres that, and how long it'd have taken you is you just built a 250 poly model for that and baked it down.

    then there's also the nametag thing at the top (i guess it's a nametag)
    if you knew how normalmaps actually worked, which you obviously don't, and looking at wikipedia doesn't count, you should be aware that normalmaps only store surface direction, and not depth.
    now since that nametag is nothing more than a simple extrude (height information only) you won't see a single thing on a normalmap (unless your cage sucks and you get a misaligned projection.

    in fact, that's propably the only thing you SHOULD have highressed on the entire thing, yet it's the only thing you didn't apparently. (and if you did, you'd propably have given it such sharp edges that it'd be only 1 pixel wide.)

    Quote Originally Posted by Newbkilla View Post
    What do you mean? Lockers have knobs, you put in your combination and that opens the locker. Dee, I used crazy bump to create a normal map from my rendered occlusion in xnormals.
    you used INDIRECT lighting information to render out surface direction? :3

    i'm not really quite sure what to say about that, besides it being impossible.
    sure, crazybump makes a nice looking normalmap out of anything it eats, but the normalmap it gives out makes absolutely no sense whatsoever. if anything, it would make your object look all lumpy in fact, your object look exactly like something crazybump would spit out when you put something that makes no sense into it. you can turn a heightmap into a normalmap, or you can use geometry to bake a normalmap or you can paint them by hand, but you can't put an ambient occlusion map and craybump it into a normalmap. it just doesn't work that way.
    Last edited by neuro; July 20th, 2009 at 02:24 AM.

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