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PostPosted: Wed Mar 22, 2017 7:23 pm 
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4K incoming

ignore the various issues on the lower receiver and such. tb3's global illumination is kinda wonky

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PostPosted: Mon Apr 03, 2017 6:31 am 
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Clinically Dead
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Looking sweet man, I see a lot of good decisions on this. The hole on the right side of the cheek rest is a bit wobbly tho :)

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PostPosted: Thu Apr 06, 2017 4:41 pm 
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PostPosted: Fri Apr 21, 2017 10:12 pm 
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His ass is...
His ass is...

Joined: Wed Mar 04, 2009 11:16 am
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https://youtu.be/JylZ5Au-bkA

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Naughty Spork, trying to evade bans


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PostPosted: Mon May 08, 2017 7:58 pm 
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Wise Old Man
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Location: Floriduh
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Did this a few weeks ago

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PostPosted: Wed May 10, 2017 4:57 am 
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Joined: Fri Apr 22, 2005 12:11 am
Posts: 537
Location: Seattle, WA
AK47 NEED TO FIX HARDENED EDGES OOPS 15k triangle 2048 single map, will be releasing after i take a crack at texturing, @thanez you interested ?

SORRY FOR CRAP INTERIOR RENDERS accidentally was at 32 bit when saving the Tiffs, when i went to 16 the constrast got blown out, its late i didnt want to re render.

EDIT: I haven't done an exploded normal bake yet, so if you see random normal errors they are most likely due to clipping of geometry when baking.

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Last edited by waedoe on Fri May 12, 2017 4:03 am, edited 3 times in total.

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PostPosted: Wed May 10, 2017 6:28 am 
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give it more geo on the receiver cover mate. ironsight view is killing me. pistol grip and stock could use some too; it's 2017, most hardware will be able to handle it. if you can make your model look as close to the highpoly as possible, i don't see why you shouldn't do it. 4096 bakes would be nice too.

otherwise, good bake. i'd fix that issue on the highpoly on the receiver cover too, that's one additional thing that's been killing me lol

interested in the bakes too.


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PostPosted: Wed May 10, 2017 7:05 am 
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Joined: Fri Apr 22, 2005 12:11 am
Posts: 537
Location: Seattle, WA
Noodum wrote:
give it more geo on the receiver cover mate. ironsight view is killing me. pistol grip and stock could use some too; it's 2017, most hardware will be able to handle it. if you can make your model look as close to the highpoly as possible, i don't see why you shouldn't do it. 4096 bakes would be nice too.

otherwise, good bake. i'd fix that issue on the highpoly on the receiver cover too, that's one additional thing that's been killing me lol

interested in the bakes too.


hmm what was the geo loop to fix that high poly issue? thanks for the reply

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PostPosted: Wed May 10, 2017 7:08 am 
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to me it looks like you need simply more geometry on the hp cage mesh, smoothing on round shapes is usually fixed that way


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PostPosted: Fri May 12, 2017 4:01 am 
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Noodum wrote:
to me it looks like you need simply more geometry on the hp cage mesh, smoothing on round shapes is usually fixed that way


Thank you for the Crits NOODLE its not perfect but the semester is starting soon, I added geo to the HP for the dust cover and explode baked and fixed normal errors, there still might be some errors but i've gotten most of them.

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Sorry bout img dump, AO, Norm, curv, rendered in Sub2, 4096x4096 maps

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PostPosted: Sat May 13, 2017 4:04 am 
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DOUBLE POST HELP ME I DONT KNOW SUBSTANCE NEED MORE TUT LINKS ALL CAPS :rocket:

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PostPosted: Tue May 16, 2017 1:47 am 
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Location: Seattle, WA
Trippple post!

85% done, ive noticed a few more normal errors im going to bevel some more edges for better smooth groups. i need to look up how to do numbers and letter in substance painter 2

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PostPosted: Tue May 16, 2017 10:52 am 
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Looks really good WHYTHOUGH. There's some weird errors on the pistolgrip and on the circular thing on the front sight. I'd love to see some texture variation on different parts, showing how they were made, like tooling marks on the barrel and comp, and something that shows the crappy cast on the rear and front sight bases.
I ams interested in the filez, but I require world-space normals to do my thing.

Trying out boolean method in max17 on a simple m84, like what ben done did HERE except I'm staying the fuck away from Zbrush.
The method is very strong as you can keep all them little shapes as standard primitives, so you can go back and adjust the amount of sides or thickness on the cylinders and such. I found this very useful for those cut out holes on the main body as I did them too thin the first time around.
The boolean triangulates parts of the model sometimes and leaves a lot of stray verts on the edges where you cut or merge bits, but cleanup is surprisingly fast with a script to find them vertz and if you can keep everything in quads, quadify does the rest.

As always for my HP I try to end up with a model I can just remove the supporting geometry from and end up with the desired LP.

30MB warning!

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PostPosted: Tue May 16, 2017 12:26 pm 
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really curious about that zbrush part, it takes like 15 minutes to turn that thing into a highpoly and your edge smoothness is all consistent af. did it on the scarh pr front sight and i would rather kill myself than do that thing in standard subd modeling

also waedoe, can i get those bakes?


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PostPosted: Tue May 16, 2017 4:36 pm 
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Joined: Fri Apr 22, 2005 12:11 am
Posts: 537
Location: Seattle, WA
Yeah actually can you guys add me on steam? message : waedoe

Yeah i went too low poly on parts of the dust cover and it bit me back. Now that im back in school for Summer its going to have to take a back seat till break :( I hadn't done a normal map bake in like 6 months. I'd love to pass them off to you guys and I can bake out a world space, could you enlighten me on why you prefer world space? I believe all UV's are unique right now so it shouldn't be a problem im just curious! :rocket:

Also im in Maya right now is there a similar function that you know of?

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