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Dutch Forces Discussion pertaining to the PR Dutch Forces faction. |
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#11 |
Join Date: Oct 2008
Posts: 665
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*Update
-Finished Diffuse Maps -Finished Specular Maps -Finished Final Render -Finished I guess that i have managed to make the textures match up, but in any case, i still have the psd with me. Perspective: ![]() ![]() ![]() Renders: ![]() ![]() Map Samples: ![]() ![]() I already delivered the files to Glimmerman. Cheers! |
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#13 |
Retired PR Developer
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Hmm.
I don't get this. I did this, UV'd it and made an AO map (which dosn't look like is being used on the diffuse where it should be). And whatever this is: ![]() It is NOT a working normal map. It looks like a projection of the low poly on to the low poly... which is of no use what so ever. |
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#14 | |
Join Date: Oct 2008
Posts: 665
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#16 |
Join Date: Oct 2008
Posts: 665
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Better now?
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#17 |
Join Date: Aug 2008
Posts: 1,894
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Location: Florida
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It literally looks like you did the same thing but just lowered the scale. You can see your grooves for the grip pop out.. they have to go in.
Use the heightmap technique. It's a pain but once you get it you get a 10000x better normal map then you ever thought. I've tried it and it works wonders. |
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#18 |
Join Date: Oct 2008
Posts: 665
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Okay, i've added the Gray background over the diffuse and used the diffuse as a reference to drawn the details over the grey background and this was my best result:
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#19 |
Retired PR Developer
![]() Join Date: Aug 2007
Posts: 3,228
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Location: Amsterdam
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I send him all the files you gave me Z, im a noob so dont know what happened but in the end i do like the result
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#20 |
Join Date: Aug 2008
Posts: 1,894
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Location: Florida
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You should post up your Heightmap FP, it'd be easier to help or understand.
Looks more understandable though. maybe in those grooves use a gradient from 50%grey to 100% black center to out. Gradients on these things are your friend. Salmonella taught me that one |
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Tags |
ag36, diemaco, mount, wip |
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