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3 Dimensional Chat / Iso's Moddels

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Isocadia
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Posted: 14th Sep 2009 20:54 Edited at: 14th Sep 2009 20:57
Oke, so after trying alot I finally finished a model, its uv mapped and all. So here are some SS from directX viewer:

Poly Count: I don't know but should be below 50.



And Another:

Master Man Of Justice
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Posted: 14th Sep 2009 21:32
Looks nice but i'd love to see you do a higher poly count version with some more detail. And with photoshop i think your texture could be a bit better.
i dont personally have photoshop i use gimp.

What's done is done,,,
What's done about it is all that matters.,.
Isocadia
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Posted: 15th Sep 2009 12:43
@Master: Well, this whas just a try to see how to make seamless textures with a uv map. And right now I'm making a 2 handed longsword, based on Narsil from Lord of the Rings.
Master Man Of Justice
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Posted: 15th Sep 2009 23:57
Cool, post some pics, id love to see them.

What's done is done,,,
What's done about it is all that matters.,.
Isocadia
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Posted: 16th Sep 2009 19:05
Well, i just sorta finished the high poly model, so here are 2 pics, but i have a question, how make a render where the lines are still visable ( like black lines on white moddel ) and how do i count poly's in blender::

Sword:



Hand Holding place thing:



I think I'm gonna redo the end, cause now its sorta ugly.
SJHooks
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Posted: 23rd Sep 2009 22:14
Ahh, the high poly one looks pretty good . Are you going to bake the normals of the high poly model into a low poly version? Can't wait to see it textured.
Isocadia
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Posted: 24th Sep 2009 19:18
SJHooks: I don't really understand, I'm just gonna use blenders create F-Gon tool to merge meshes together, and then UV map it. And that do you mean by bake the normals??? This is like really the first time a made a moddel with this many meshes so its kinda new to me.

Isocadia
SJHooks
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Posted: 26th Sep 2009 00:54 Edited at: 26th Sep 2009 00:57
Oh, I guess it's best that I explain it. http://wiki.polycount.net/Normal_Map defines a normal map as: A Normal Map is usually used to fake high-res geometry detail on what is actually a low-res mesh. Each pixel of a normal map is used to transfer the normal that's on the high-res mesh onto the surface of the low-res mesh. The red, green, and blue channels of the texture are used to control the direction of each pixel's normal. The pixels in the normal map basically control what direction each of the pixels on the low-poly model will be facing, controlling how much lighting each pixel will receive, and thus creating the illusion of more surface detail or better curvature. The process of transferring normals from the high-res model to the in-game model is often called baking.

Basically, A normal map is how lighting affects the model. Normal maps are made in two ways (that I know of): From the texture, or from a high poly model. In a texture, there is a plugin that allows the making of a normal map. Basically, it takes the darker and lighter parts of a normal map, and then putting in the scale you want to determine the depth, it makes a UVMap of the normals (ussually in blue, if it is a tangent normal map). That's one way, the other way, with much more flexibility, is to make a low poly model, unwrap it, duplicate it, make it a high poly model and adding it high poly details, and then placing them in the same location, making a new image in the UV image editor, and then baking the tangent normal map.
[/center] When I said baking normal maps, I meant like this (in order, the normal model, the high poly model used in the baking process, and the low poly version with the normal map): [center]
Baking normal maps can also be used for a smoother detal. For example, you could make the low poly model, and then a high poly smoother model, and then bake the normals. Even though not much detail may be involved, the increased amount of normals still makes the low poly model look smoother, though this method is a bit harder then just regular baking details.
[/center] I suggest you become more advanced with blender and texturing, and then when you're pretty familiar with the stuff you try it (I'm not saying your a newbie, I'm saying that I don't know what your experience is, so I assume you don't know about what I'm saying much, even though you still could). It's made the same way as in 3DS max, and the best part is this method can also be used for making textures (bake the texture of a high poly model in) or just speeding up texturing. It's a pain to make the UVMap, and then have trace it with a lasso tool of some sort to be able to fill. Once you UV Map, you can texture the parts of the UVMap different colors, and if you bake the texture the parts of the UV map are already color coded, so you can just use some sort of magic wand tool to quick select each part. Honestly it's a very useful method.
[center]
-Hope I helped, SJHooks. PS, sorry for any typos, I ussually type fast and make plenty of mistakes, so if you see a typo please just guess the closest word to it, unless you're really that confused about it.
SJHooks
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Posted: 26th Sep 2009 00:59 Edited at: 26th Sep 2009 00:59
TIP: Since the last post was too long I'll type the next message in another post so they can be easily distinguishable. For your other post, about making seperate meshes and then combining them, try UV mapping them first, then joining, if you haven't already, or you already did this method.
Isocadia
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Posted: 26th Sep 2009 10:44
Thanks, and I really don't understand alot of what you are saying. But i think i udnerstand the basics. And I think that right now, i'm just gonna texture it somehow and maybe later redo it with a normal map, but i got one question, if I start with the high poly. Can i make a normal map out of that and then make a low poly??

Isocadia
SJHooks
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Posted: 27th Sep 2009 08:04
I would assume so that it is possile, but it's probably much harder. Baking normal maps requires the two objects to be in the exact same position, and the same overall size. Making the low poly would be difficult, but it is managable. And normal mapping doesn't have to work with baking, like I said it can work with texturing, but baking normal maps makes it easier to get specific details like a crater into an object, rather then having the little bumpy rust on a metal, which would probably be better to do with by the simple texture plugin. Personally, by the sound of what you're saying to me:
Quote: "I really don't understand alot of what you are saying"
that you do not have much, or in better words, enough experience yet; you sound like you started the whole modeling process, and it would be very messy to just jump into things. One step at a time, but if you ever need help or a tutorial on how to do it just ask, and I (or probably other forum members) would probably have the spare time to help (except for the overall basics of everything, like "how do I make 3D models with blender?" or "How do I make textures with photoshop?"). For most people they just say that "your question is to vague, google it, or just learn it over the manual step by step". Hope I helped, SJHooks
Isocadia
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Posted: 27th Sep 2009 09:47
Well SJHooks, you sure helped. And right now I'm just gonna let it rest a bit, cause I just can't get the UVmap right. So now I'm working on making floor tiles so that you can make houses ( realated to the DOSP progject in GDK forums )

But maybe later, I will be good enough to texture it.

Isocadia

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