Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Sat Feb 17, 2007 12:53 am :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 1:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 1:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 1:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 2:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 6:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 4:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 9:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 3:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 5:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Sat Feb 17, 2007 12:53 am :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 1:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 1:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 1:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 2:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 6:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 4:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 9:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 3:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 5:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm    Post subject: Mapping and Texturing: Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.







Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.
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Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am    Post subject: : dont know the answer but that model looks really cool.. nice job


Phobos@Posted: Sat Feb 17, 2007 12:09 am    Post subject: : Thanks man Smile
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mac@Posted: Sat Feb 17, 2007 12:41 am    Post subject: : looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am    Post subject: : You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.
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Phobos@Posted: Sat Feb 17, 2007 5:48 am    Post subject: :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way Confused
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satan@Posted: Sun Feb 18, 2007 3:22 am    Post subject: :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.
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BNA!@Posted: Sun Feb 18, 2007 8:59 am    Post subject: Re: Mapping and Texturing:
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.
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6th Venom@Posted: Sun Feb 18, 2007 2:31 pm    Post subject: Re: Mapping and Texturing:
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. Wink



Displaced@Posted: Sun Feb 18, 2007 4:26 pm    Post subject: : I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?


Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm :
Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.

Image

Image

Image

Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.



Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am :
dont know the answer but that model looks really cool.. nice job



Phobos@Posted: Sat Feb 17, 2007 12:09 am :
Thanks man :)



mac@Posted: Sat Feb 17, 2007 12:41 am :
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am :
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.



Phobos@Posted: Sat Feb 17, 2007 5:48 am :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way :?



satan@Posted: Sun Feb 18, 2007 3:22 am :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.



BNA!@Posted: Sun Feb 18, 2007 8:59 am :
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.



6th Venom@Posted: Sun Feb 18, 2007 2:31 pm :
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. :wink:



Displaced@Posted: Sun Feb 18, 2007 4:26 pm :
I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?



Phobos@Posted: Fri Feb 16, 2007 11:53 pm    Post subject: Mapping and Texturing: Alright, I think i'm safe in saying I've finished my first high-poly model in lightwave (well, my first model at all really). I understand that i have to make a low poly now and apply the normal map/height map/bump map or something to the low poly, uv map it and then get it into the game?

Here are some quick shots of the high-poly model, I'm not too big on detail; I just wanted to get it done and finished and figure this whole thing out so I know how to do it for future purposes. Very poor lighting and angles, I know.







Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible? Then once I'm finished with that, how/what do I do with the normal map thing? If you guys could guide me through the process, that'd be great.
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Bo$bevok@Posted: Sat Feb 17, 2007 12:02 am    Post subject: : dont know the answer but that model looks really cool.. nice job


Phobos@Posted: Sat Feb 17, 2007 12:09 am    Post subject: : Thanks man Smile
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mac@Posted: Sat Feb 17, 2007 12:41 am    Post subject: : looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.



modern@Posted: Sat Feb 17, 2007 1:56 am    Post subject: : You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.
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Phobos@Posted: Sat Feb 17, 2007 5:48 am    Post subject: :
modern wrote:
You need a budget for the low poly triangle count. Then make a very simple mesh that fits over your high poly, then start adding to the low poly until you reach your budget. Layout your UV's and make a normal map. At this point you will start to discover issues with your low poly, and will likely have to re-work some aspects to get a good result.


How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.

mac wrote:
looks horrible.. but since its youre first model i won't moan..

as a sidenote, just youre low poly mesh needs uvmaps. you can create all youre normal maps through doom3. you'll find the nesseary steps by using the search function. have fun.


1642 posts or not, I think we could've done completely well without your input since you had to put it that way Confused
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Simple Grafix for free sigs and banners (I'm a moderator; I'll ensure you're satisfied Wink )
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satan@Posted: Sun Feb 18, 2007 3:22 am    Post subject: :
Phobos wrote:
How do I 'create' a normal map? All I know how to do from here on out is make the low poly, and uv map it.


You have to bake the normals of the highpoly onto the low poly by any of the following method:-

1. Use the integrated Doom3 normal baker.
2. Use the software you are using to bake it.

Wish you all the best.
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BNA!@Posted: Sun Feb 18, 2007 8:59 am    Post subject: Re: Mapping and Texturing:
Phobos wrote:
Now, my question is, how should I start making the low-poly model? Where do I start to make it as identical as possible?


Take a screenshot of your gun from every axis and use it as a backdrop image in LightWave. Then model your gun on top of that.

You can also keep your highpoly in a background layer and model your lowpoly according to that.

I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.
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6th Venom@Posted: Sun Feb 18, 2007 2:31 pm    Post subject: Re: Mapping and Texturing:
BNA! wrote:
I usually model something with a few thousand polygons and use this model for both - manual optimization for a lowpoly and as a base to increase detail.

That's how i do too, i think it give better and faster results. Wink



Displaced@Posted: Sun Feb 18, 2007 4:26 pm    Post subject: : I think the stock is much too wide. Wouldn't feel very comfortable to hold that gun. And what's that knob sticking out below the barrels in the front?