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Westar-34 "Jango Fett" Blaster - A 3D Model

Updates

Rafael De Jongh critique update 6y
  • - Normal map and smoothing fixes.

As seen in Star Wars Episode II Attack of the Clones

Pew pew.
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  • Rafael De Jongh avatar
    Rafael De Jongh username pic Joined 13y ago
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    After pretty much working on this thing for over 5 months I only just realised this uv-bug:

    bugQuite sad as it's on both sides, it's not a too big point of interest as it's on the back, but it does start to bug when you look on it for too long :|

    Anyway what do you think of the final result yourself?

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    > **Posted by RedRogueXIII** > > -snip- Thanks a lot for the great fixes! The model looks almost completely perfect now :D So thanks a bunch for fixing the mentioned errors. I'm going to love texturing this model and it will definitely look great together with the E-33! So thanks again for making this great looking model RedRogue! awesome
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    6y
    > **Posted by Rafael De Jongh** > > RedRogueXIII > > So after inspecting the model, I did find some parts that might need some fixing... Thanks for the very thorough and well written critique! I have updated the model and download to fix all the errors you pointed out. Yes the model was baked in xNormal, the results are slightly worse than the Max bake though not immediately noticable. xNormal bakes are vast improvements over bakes done in Blender or Softimage though. It is a non-issue for me, and I don't particularly like relying on Autodesk software when possible. The problem with triangulation seams appearing on curved objects like the screws and barrels appeared to be caused by a poor quality .obj exporter from Softimage, I'm guessing because it wasn't exporting normals per vertex, but I have to check more in depth on this. Exporting the exact same model and UVs from Blender works with no problems, and fixes most of the issues you pointed out. There are some issues with your advice I'd like to address though: - Baking to a triangulated mesh is the best way to getting the most consistent results across multiple renderers. Quads shade a lot better as geometry but can be inconsistent when triangulated by different algorithmns and that can lead to normal map errors, particularly on tangent space maps. - Object space normal maps are amazing <3, and are incredibly helpful when syncing normals to different tangent spaces - but are not what goes into games. Baking to object space means you have to waste more UV space to duplicate irrelevant faces and spend more time converting maps to tangent space later on. - Baking in higher resolution and then downsizing is literally just supersampling anti aliasing which is already an option provided by xNormal, there isn't really a reason to do it. Aside from those, your advice was very helpful, thank you! Honestly this was just a quick throwaway model for me, I spent more time fixing errors and rebaking the thing than it took to model the high poly. The rear part at the top most of the grip caused me a lot of grief and I don't think I've fully fixed it, but I think is acceptable for what my original time investment in it was. I can send you the high polygon model, if your interested in having a go at it.
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    RedRogueXIII So after inspecting the model, I did find some parts that might need some fixing, as well as this question: Did you perhaps bake the maps/shaders with Xnormal? And if that answer is yes then I'll ask you to refrain using it as it provides bad results with dither. Please use your modeling programs default baker which most of the tame provides you with better results (example: http://files.gamebanana.com/bitpit/scopes.jpg) which the current bake does seem to experiance these effects (that's why the question). That said here are the following points that would be lovely if you could get them fixed: Top: Cage problem?, Second: Void Space (try to close this up or put this in the base, Screws: Seam and Cage problems. Triangulation problem/smooth problem? = Smoothing errors? Triangulation problem? Triangulation problem? Cage problem? Either something wrong with the export here or the bake. It might be a good idea to export the obj in quads instead of triangles and if you could, perhaps you can make the UV map, Object Space compatible and also bake out this map? Meaning each uv-island needs its own space. What also might be a good idea, depending on the results that is, is to bake in a higher resolution and then downscale it to get rid of some of those jaggy edges but that's not really that important. Besides that perhaps you could also give the screw at the bottom side of the handle (not the bottom 3 screws but the side one) a bit more edges to make it slightly more smooth. All in all I really like this model, if you could get those points fixed, I'm sure going to love texturing it!
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    Hnnngg, so going to texture this after the EE-3 Carbine Rifle :3
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    Rafael will jizz.
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    6y
    > **Posted by Max(R)** > > You should add it to this section since it's modelling contest. > No textures yet, incomplete asset. Anyone interested in texturing can help make this competition worthy. > **Posted by Z-RHO** > > What game is this for???? No game in particular, it's just a modder resource so that anyone interested in making it for a game only has to worry about converting and animating it to fit as a game skin.
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    What game is this for????
    Bananite
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    You should add it to this section since it's modelling contest. > To qualify the Models must be uploaded to the following category GameBanana > Movie Replicas Contest on or before the 26th of February 2015! Nice work btw!
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Details

UV Mapped
Yes
Textured
No
Rigged/Animated
No