Sunday, June 26, 2011

Train - Midterm Progress




Here is the base mesh for my train.  Since I have this version to use to extrapolate a high poly version, I will be tying off edge loops where I can.  I suspect my poly count will drop by 20% or so.



Here is a few renders of my high poly.  I could still add detail in a lot of areas but I only have so much time to divide between my other classes and projects.






I managed to fix my normal map.  Everything looks great now!  Some of the shell edges look a bit wonky because I used some edge padding.  I rendered with xNormal.  The issue was inverted normals on some of my high poly models.  This probably happened when I duplicated and mirrored mesh halves using a -1 scale, which I guess inverts normals as well.  This ended up being a problem because I often forget to check normals after negative scaling.



I haven't touched my diffuse map since the first pass, as I have spent most of my time adding high poly details and figuring out why my normals weren't baking like they should have been.


I'm still in the process of refining my high poly and diffuse maps.  I will of course need to re-bake my normals once the high poly is done being tweaked.  I'm currently relatively satisfied with my progress, due to the many hiccups I have encountered along the way which has soured my enthusiasm a bit.  I'm sure once I get into painting it, I will be super excited again. :)

5 comments:

  1. You have a lot of great detail in this, it's looking great. I can't wait to see it with the texture on it. The only thing that is bothering me is how simple that thing on the underside of the train is. (That thing between the two sets of wheels in the middle) I don't know much about trains so it might be that way for real but from the way it looks now, it seems too plain and flat.

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  2. Like I already said to you, I like the render. it fooled me thinking it was an AO render althought apparently it was not, but it looks good. The normals have also cleaned up nicely and if you're not liking some edges those can be cleaned up with the smudge in photoshop. As for the diffuse map, just find actual pictures of textures that you can blend along with painted textures, it will make it look really nice.

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  3. Looks good. I love the renders. You've already mentioned that you haven't worked on the texture since it was assigned so besides that, there's nothing I can see that isn't done well.

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  4. looks great. can't wait to see the renders with the diffuse on

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  5. This is coming along really well. Trying to find a fault (other than the diffuse, but you acknowledged that it's not close to being finished), but I'm struggling.

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