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Normal mapped thing-a-majig

Submitted by FlyingMonk on

What the title says. I wanted to get to grips with normal mapping and also try out some techniques for making the high poly more managable.

920 tri's and a 256 texture for difuse and normals.

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_final.jpg[/img]

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_wire.jpg[/img]

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_maps.jpg[/img]

I'll post some pics of the high poly later if any body wants to see them.

Submitted by urgrund on Wed, 08/02/06 - 2:36 AM Permalink

yeh sure, post the highs... always good to see how others 'compose' the high poly.

for example, I will often make sepereate pieces and bake them out. I find it helps clear alot of the glitches when there's a lot of concave areas on a model

Posted by FlyingMonk on

What the title says. I wanted to get to grips with normal mapping and also try out some techniques for making the high poly more managable.

920 tri's and a 256 texture for difuse and normals.

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_final.jpg[/img]

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_wire.jpg[/img]

[img]http://www.users.on.net/~the_flying_monk/wip/Mercenary_maps.jpg[/img]

I'll post some pics of the high poly later if any body wants to see them.


Submitted by urgrund on Wed, 08/02/06 - 2:36 AM Permalink

yeh sure, post the highs... always good to see how others 'compose' the high poly.

for example, I will often make sepereate pieces and bake them out. I find it helps clear alot of the glitches when there's a lot of concave areas on a model