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| [WIP]Sako TRG-42[Free Hat!!!] http://www.cdg.net/forums/viewtopic.php?f=19&t=51861 |
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| Author: | Darkstorn [ Sat Mar 22, 2008 11:36 pm ] |
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Almost done, yay. Soon i can focus on the wear part a bit more.
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| Author: | SnaFuBAR [ Sun Mar 23, 2008 1:35 am ] |
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| Author: | Twasta [ Sun Mar 23, 2008 3:10 am ] |
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Those scratches look wonderfully oldskool |
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| Author: | NeoShroomish [ Tue Apr 08, 2008 4:52 pm ] |
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depends on what you want to do, only real way of adding any large detail or smoothing out the model is by using this method, but if you just want low scale details (texture etc) then just mess around with the nvidia filter |
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| Author: | Darkstorn [ Tue Apr 08, 2008 4:57 pm ] |
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Yeah i want small details like the thing on the scope for example, but also in some cases smooth it out slightly in places. Not nearly the entire model though. And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. |
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| Author: | Lain [ Tue Apr 08, 2008 5:10 pm ] |
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Darkstorn wrote: And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however.
What is said method? |
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| Author: | Insulaner [ Tue Apr 08, 2008 5:12 pm ] |
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If you have the time, to learn how to draw (Am I understanding this the right way? DRAW?) a normal map, than you can as well learn how to do a high-poly. It's not just taking skill and time, learning how to literally create normal maps in PS is just like learning how to create a great low-poly model with notepad. |
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| Author: | NeoShroomish [ Tue Apr 08, 2008 5:13 pm ] |
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Darkstorn wrote: And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. I really doubt it. It might be possible, but would it really be worth the time and effort? Besides the fact that it's completely backwards, you'd end up with small inaccuracies (painting) versus having a computer calculate the normals for you from a "perfect" surface (baking). e/ referring to smoothing out the model here, doing stuff like screws is probably easier in ps Lain wrote: Darkstorn wrote: And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. What is said method? NeoShroomish wrote:
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| Author: | Darkstorn [ Tue Apr 08, 2008 5:59 pm ] |
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NeoShroomish wrote: I really doubt it. It might be possible, but would it really be worth the time and effort? Besides the fact that it's completely backwards, you'd end up with small inaccuracies (painting) versus having a computer calculate the normals for you from a "perfect" surface (baking).
I didn't really mean it _any_ further than just that it's possible. I actually know of the real method of doing normals from a high poly mesh but i was specifically asking on help on how to create as accurate as possible ones by drawing; As at this point doing it the 'modeling' way is kinda meh as i'm almost done texturing it already. Plus the model in general doesn't even really need a normal map like that, i want it for patterns etc mainly. |
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| Author: | Evil_Ice [ Tue Apr 08, 2008 7:28 pm ] |
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Inline forearm makes this otherwise beauitful awp fail miserably, my arms are located on the left and right of my torso, I don't have one coming from my stomach. |
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| Author: | silentassassin12 [ Tue Apr 08, 2008 7:34 pm ] |
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you cant move your arm to almost mimic that position? i can. arm placement thats far left to make it look realistic is crappy looking imo. |
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| Author: | Darkstorn [ Tue Apr 08, 2008 7:35 pm ] |
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Evil_Ice wrote: Inline forearm makes this otherwise beauitful awp fail miserably, my arms are located on the left and right of my torso, I don't have one coming from my stomach.
This is not a compile showcase. ;P And if i recall correctly, you've had trouble previously expressing your opinions with humility when it comes to criticism but otherwise i do agree with you, i'm not going to be using this compile. |
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| Author: | Lain [ Tue Apr 08, 2008 8:04 pm ] |
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silentassassin12 wrote: you cant move your arm to almost mimic that position? i can. arm placement thats far left to make it look realistic is crappy looking imo.
You should try using a rig with a full upper torso. It would allow you to use your own body as reference, which is harder to do with a rig like jen's. |
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| Author: | Evil_Ice [ Tue Apr 08, 2008 10:02 pm ] |
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Darkstorn wrote: This is not a compile showcase. ;P
And if i recall correctly, you've had trouble previously expressing your opinions with humility when it comes to criticism but otherwise i do agree with you, i'm not going to be using this compile. Good to hear, the work you have done yourself looks great, but I look forward to seeing a different set of animations on this great model/skin Oh and I'm aware, I've given up on humility as it usually results in misinterpretation, or a lack of notability of the comment at hand. Seems to work better being blunt and some times downright offensive, as long as you don't make it personal, no one should take it that way |
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