American not so much for cooking knife
Posted 20 March 2009 - 04:23 AM
I did a little test and found out that I can save 8 tri's! by not welding the blade. Instead,is it called...culling (deleting) the backface?
You have everyright to say its not accurate because it isnt, I will fix this rest assured.
Where you have used a boolean on the blade Im guessing that could be texured, although on the other hand I suppose it would look super flat from some angles. (although in saying this the ammount of poly's saved by not using a boolean wouldnt really give any real world performance increases. I will defo use the boolean to make this thing 100% accurate) If you didnt use boolean ...soz:D if so how else did u manage this?
I will definetely make it 100% accurate and definitely take away some pointers from yours.
We should both try and texture them at some point and re-post.
btw I only made this as a tutorial for sum1 who doesnt have a clue how to model.
Posted 20 March 2009 - 05:11 AM
try exporting the file as an Obj, then reset 3ds max and re-import it, it seems to have fixed it. Hope this helps, also do you ever use "retriangulate"? im guessing you do as this is a really cool feature in max, although "turning" triangles manually sometimes is the best way.
Concerning the flat triangle bit on the handle, just before the guard, how did you know that 16 segments all the way round would be perfect for it?
The only thing I would do different to this if this was my model is that I wouldnt have as much resolution on the end of the handle...I tried it with 2 rows of poly's less and it didnt look any diff really.
Overall excellent work id say
Posted 31 March 2009 - 03:07 PM
Concerning the unwrap, I wanted to and always do try and keep the unused space to a minimal, although in saying this I had to scale for example the guard a bit bigger than it needs to be in order not to waste too much space.
Posted 01 April 2009 - 04:03 PM
Are there any other automation programs you can think of that I can import a grayscaled or colour map and convert that into a normal map?
Btw I wont be able to texture this for a while as I have a lot of work to do atm, but I will defo get it textured with a diffuse, spec and normal bump map, although having a normal bump map on this I Personally dont think its necessary.
Posted 01 April 2009 - 07:28 PM
What do you peeps think or am I typing total twaddle?
Posted 01 April 2009 - 08:02 PM
But if you want to see this in with the UT engine, normal maps and bump maps are a waste of time, as it required extensive addons to the engine to support it.
Posted 09 April 2009 - 05:50 AM
Here is the finished article, I was trying to go on a whole stalker vibe...well kinda. Thanks Young for the photoshop plugin. I also have Xnormal and didnt even realise that was a photoshop plugin either:D double bonus
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