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 Tsdamns corner 
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Rank 8
Rank 8

Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Experimentation day.

First, xNormal rocks. After trying for two days to get blender bake to behave I started to look for alternatives, and it's quite perfect for my needs. After that was sorted out, I could proceed to the baking of things. The high poly model i used to bake AO & Normals from:

http://s23.postimg.org/52irgt70b/WIP_2013_10_13_HP.png

Now, I was interested about the corners (not the big half-pipes but the beveled ones) and how much normal map can help them. Therefore:

90 deg corner:
http://s8.postimg.org/bycnm8q6d/WIP_201 ... _Rev01.png

2x45 deg corner:
http://s22.postimg.org/mmavszepd/WIP_20 ... _Rev02.png

3x30deg corner:
http://s17.postimg.org/40rdinnrz/WIP_20 ... _Rev03.png

For the texture I used the baked AO. Since the source model is the same every single bake, I dont know why the 1st came out so different to the other two.. All options were identical. Anyways, the problem is this: is the more smooth corner worth the increased polycount? Sure, 100 or 300 does not make a difference alone, but since this is for the pipes -set, it will multiply..


Sun Oct 13, 2013 4:23 pm
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Rank 8
Rank 8

Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Got something done for a change.

http://postimg.org/image/gxa1fttwv/
http://postimg.org/image/sawkr14fj/

Kept it quite close to the reference, except for the switch: somehow the original I - Off - II looked kinda boring. Also, didnt do any of the logos / branding.


Tue May 06, 2014 9:03 am
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Rank 17
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Joined: Wed Apr 17, 2013 10:59 am
Posts: 507
Location: Cursed Pickle Jar
TSDAMN wrote:


That is Neat! Does the switch move back and forth?

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Tue May 06, 2014 5:05 pm
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Rank 8
Rank 8

Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Since im working with blender and xmoon is going with maya, its just a base mesh (I dont know if even that ports over without issues) but it was modeled & textured so that it could move if rigged so.. Anyways, sent files to the admin, we'll see if that is convertable with reasonable effort.


Tue May 06, 2014 5:52 pm
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Rank 8
Rank 8

Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Another revision: same hipoly, but going with 24 segments instead of 16 on low.. Tricount almost doubling as result of that. Also redone the texture. I'm still not quite happy with it, but it is still an improvement.

http://postimg.org/image/80w4vbuol/
http://postimg.org/image/pl3n8ajhf/


Thu May 15, 2014 1:23 am
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Site Admin
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1825
Thank you, for sending this nice model to us. It will be added to XStoryPlayer as soon as we released version 3.0


Thu May 15, 2014 7:44 pm
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Rank 18
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Joined: Sun Jun 22, 2014 3:46 pm
Posts: 1046
@tsdamn thanks for your nice toys :D could you make more nice toys :D


Tue Jul 14, 2015 11:15 am
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