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Xendrox's Models


XendroX

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Looks great!

 

Something about the curved back of the chair looks a bit modern to me, almost like a computer chair. Maybe it's just the angle.

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Maybe logo I leave only in normal map and specular, but without it - looks too simple. Good to hear about headboard (new word in my speech %)), because my wife unlikes it strongly and says that it looks like cannibal style %)

 

About Builders I remeber, thanks

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And there's nothing wrong with hammer icons, but their main symbol is a hammer/gear combo.

 

http://wiki.thedarkm...er_Architecture

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Re the headboard: a subtle suggestion of the sinister is good. Like the mediaeval church, these guys have racks in the basement after all :-)

 

This thread deserves a better title, so people see it. I'm not sure if you can change a thread title, but if you plan on making much more stuff you should have a "XendroX's models" thread.

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I put the desk model in-game and I'm noticing a couple things. One, the normalmap is not very sharp. It looks like it's generated from the diffuse rather than a high-poly model. You can get away with that sometimes, but there are some tricks you need to do to make it look good. Your normalmap is picking up all the shadows and surface noise in the diffusemap, which you don't want. See here:

 

http://www.katsbits....s-or-images.php

 

There are lots of tools available as well:

http://forums.epicga...ake-Normal-Maps

 

The second issue is that the specular is REALLY strong on the trim. We usually keep our speculars quite moderate, unless it's extremely shiny metal.

 

Also, be careful when you're unwrapping the mesh for the uvmap--there is a lot of stretching on the top drawer of the desk, making the handles a different size from the smaller drawers. You could gain a lot more room on the umap if you re-used the wood texture from the top of the desk for the back (the back is rarely seen anyway).

post-9-0-81118900-1391887882_thumb.jpg

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Make sure you read that link. It's got great advice about normalmaps. Your normalmaps look like this:

 

ati_view2.jpg

 

 

When you want them to look like this:

 

ati_view.jpg

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Results of tries %))

 

To avoid small detailed garbage I posprocessed image like this. Is it correct?

24212714eade.jpg

 

Then I made normal map and atfirst test in in CrazyBump that show such bugs

 

d5deecfd3055.jpg

 

And then I tested it in DarkRadiant and have other vary of bug - bolts like want to go to center of plane %((((

 

Tried different bakings of normal map - no difference still going to center

 

4d4880512b2e.jpg

 

Normal map was created with Normal cast node from DPkit

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I agree that normal maps from model are better than crazybump's by diffuse map, but I don't understand why they have such behavior.

 

 

Meanwhile in waiting for some explains made hi poly comode(because of lost 1st one %(( )

fa53b2865539.jpg

 

ecce953c743d.jpg

 

a90caaae8580.jpg

 

What you think about making different skins for furniture set? I purpose 3 classic varies - wood (be more yellow in wood), black, white. Maybe someone have another thoughts about it?

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