[Vehicle] LCU-1600 [WIP]

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] LCU-1600 [WIP]

Post by Rhino »

Ye what I thought. TBH that isn't going to look very good nor work very well...

Going by this ref here and a few others: http://img.blog.yahoo.co.kr/ybi/1/24/56 ... 171069.jpg

The groves are actually pretty small. As such, you can do them in a lot more detail and save loads of tris via a normal map, where you can make them look smoother too. But again to do this you really need to bake the normals from a high poly model is the most effective way.

For now your probably best just removing the triangle bumps from the model and noting down to put them on the high poly model later and do the bakes then.

Here are some tuts on the matter:
http://www.acetylenegames.com/artbymasa ... _games.jpg
High Poly modeling and proper edge loops - Game Artist Forums
An Introduction to Subdivision (High-Poly) Modeling Tools and Techniques
Using High Poly 3D Models as Normal Maps In Theory & Practice - NFSCars Forums
http://wiki.polycount.com/NormalMap


This is just one of the many examples where your LCU really needs to have its details baked off a high poly normal ;)
Last edited by Rhino on 2011-10-25 12:03, edited 1 time in total.
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