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    posted a message on [Showcase] Taylor Mouse's Models

    Yes, it worked thanks a bunch man I owe you one bigtime!!

    Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !

    Happy panda right now :)

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    Alright!!! You left the rest as is?

    T.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    mm. I haven't read that... but I'll post the normal map shortly.

    T.

    Edit: Sorry Z. I didn't know why you suggested that before... now I do :) thnx

    Edit: Finally, after hours of delays on the public transportation, I am finally behind my computer!

    Edit: I did a split on R G B values, and I think I prefer the Red channel to be the correct one, not the green, but that is just me.

    Talk to me Z.

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    @Zolden

    I don't think it is necessary to copy the red channel to the alpha channel, since imo it look ok now, but I will attach the normal map this evening, since I'm at work now.

    I didn't use a color map, I just used a simple one colored rgb texture.

    @JacktheArcher, I'm using the SC2 Art Tools.

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    @JacktheArcher:

    Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on. select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.

    @Zolden: in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max. So, I think it is ok no?

    the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?

    I did the same on that wall, and the effect is quit nice :)

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    posted a message on [Showcase] Taylor Mouse's Models

    Hey guys, I did some research on the effects of normal, diffuse, spec and emiss texture mapping ( I also added an alpha layer to the diffuse texture so I have team color)

    I already know how the decal works, so I didn't put that in here I made a high poly model in Max of a rock and rendered it out as the normal map.

    So here is the result, it is just on a plane with 2 tris, I also added the textures that I made

    This is just for study purposes.

    I noticed that that the emissive and specular multiplier on the bike were not set correctly, so I need to change that.

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    Specular map? no... do I need one? normal map is not completed yet.

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    Alright, texture finished, time to rig and animate, just realized that I still need to do the gun :)

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    posted a message on [Showcase] Taylor Mouse's Models

    I didn't have any problems with max ...yet :)

    Thnx for the tip

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    @Zolden, euh, no, I do the HiPoly model in max and bake the normal texture. And for organic models I use mudbox...

    Damn, just looked at the nDO tutorial, looks really nice, unfortunatly, I have PS6 and not the once below :/

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    I Love that bike, I played allods, didn't it had that bike though :)

    Soon, an update, busy with the annoying normal map.

    T.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    Alright, finally did some work on the biker dude, far from finished, but the head is coming along pretty well I think.

    What d' you think.

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    @JackTheArcher: Thnx & be my guest :)

    @Thunderzak: Yes I'm planning to add the biker I drew, I probably going to release the bike without him asswell.

    @phanalanx128: Thnx, no normal map yet, just hand drawn diffuse and emissive map for now.

    @Keilniris2: Thnx :)

    T.

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    posted a message on [Showcase] TheSC2Maniac's models

    Right click in the Modify Stack, on the TurboSmooth, and select Collapse All. Select the Optimize option in the Modifier DropDown list and set the Face Tresh property to 10.

    You model layout changes just a twitch, but your polycount drops to about 4.2K which is acceptable, even this is too high for the model. Also, i don't know what the sphere has to do, but that itself is also 16k polys! Remove the Turbosmooth and set the Segments to 20 That will drop from 16K polys to about 360 :)

    In the end I got you model to drop from 110K polys to 6300, just by removing the TurboSmooth on the spheres and using the optimize on the green thingy.

    Also, check for open edges, if you have them, make sure the player won't see them, like the left foot, it has open edges.

    To check that, select the model convert it to a Edit Mesh, select Edge, then press the "Select open edges" button

    A good guide to check is that of DOTA2 which explains that in a top down game, you should have the most polys at the top and the least amout of detail at the bottom.

    Hope this helps... a little :p

    T.

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    posted a message on [Showcase] Taylor Mouse's Models

    Okay, some update on the bike, almost finished with the diffuse map and the emission map, need to do the tire and then fix up the normal map and maybe add the environment map , also I need to decide which part will be team colored. Added the decal on the front of the bike, though that to be the best place :)

    Hope you like it, c&c are welcome

    T.

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