Why do you hate normal and specular maps so much?Tatari_okan said:I'm losing my edge I guess.
PoisonCourtesan said:normal and specular maps
I don't hate it. I just don't get neither the basics of the normal map nor the need to effort to learn it. The pressure for i should have learned that is interesting. I think the purpose of this thread should not be showing rendered models for best representation/visualization, rather it should focus on creating original ideas and executing them then try to develope them via the public's suggestions. So using only the diffuse map serves the purpose of this thread which is to show executed ideas.PoisonCourtesan said:Why do you hate normal and specular maps so much?
I see plenty of edges there.Tatari_okan said:I'm losing my edge I guess.
Normal maps are a difficult thing to execute not only learn. Dont get defensive, it sounds like everyone here just wants to see you improve.Tatari_okan said:I don't hate it. I just don't get neither the basics of the normal map nor the need to effort to learn it. The pressure for i should have learned that is interesting. I think the purpose of this thread should not be showing rendered models for best representation/visualization, rather it should focus on creating original ideas and executing them then try to develope them via the public's suggestions. So using only the diffuse map serves the purpose of this thread which is to show executed ideas.PoisonCourtesan said:Why do you hate normal and specular maps so much?
I didn't have intention to add tassel to the helmet at first but i apply it, and it looks good in my opinion.
Tatari_okan said:I don't hate it. I just don't get neither the basics of the normal map nor the need to effort to learn it.
Thanks for the video, but I am going to wait for the goverment to unban the youtube.RMOD-Dylan said:Here is a few resource videos. I went to school with this guy, he worked for 3d motive for a bit.
https://www.youtube.com/watch?v=bgYoXF6QmWw&list=PL7ntjbDhAuSsczrQmEZ9uDLKuSGmbEO5n
Nah, I was in a bad mood.CurtisWS said:seriously?Tatari_okan said:I don't hate it. I just don't get neither the basics of the normal map nor the need to effort to learn it.
I couldnt agree more, I prime function of this thread is to get advice on how to improve - which is why you constantly get advised to create normal maps. Your models simply look unfinished without them. Normal maps are just as important as the diffuse, and just as much time should be spent on them.Tatari_okan said:then try to develope them via the public's suggestions.
La Grandmaster said:Normal maps are just as important as the diffuse.
Whats with the artifacts? Those normals are odd.ElPadrino said:I made that. I don't want to put a texture because my texture are ... soo horrible.
You have something going on with your face normals, creating black shadows along your planes for the (windows/archery spots?). Show your wireframes, maybe its just a case of bad triangulation or not welding vertices. Sometimes you can go to your modifiers and select smooth -> autosmooth but this looks like a modeling error.ElPadrino said:What does it mean ?
Its supposed to look at least a little roughed up. Yeah, the curvature of the stock next to where the spring is should curve up tighter, my mistake; too late to correct. Along the barrel, the lip is chamfered like the reference, maybe more so for better bake information. A lot of exaggerations for fun bakes in this model, its not perfect by any means. The drum details could be mistaken as stone instead of dents if you look at it funny. Pretty terrible high poly, but was fun making it. At the very least you can tell what gun it is.mr.master said:The stock.
Seen a few Suomi Kps that were used in Raattentie, and they still were in good condition, so the stock shouldn't look like that. The top part of the stock which holds the barrel etc, should have tighter edges. Bit too round right now. Also, take a look at the front of the magazine.