Author Topic: The new and improved 3D model topic!  (Read 4708832 times)

That, and it also looks kinda ugly, like, too plain and bland
I just noticed that the ring is off center

yeah, can't really think of anything to add to it. i'll figure something out.

I just noticed that the ring is off center
not off-center, just extruded vertically on one side.

I don't care whether or not an object uses ambient occlusion, but i will say that it's quite unnecessary, 1) it's more work for the creator as they have to UV map their item properly and be able to make a good looking AO bake
Nope. All 3D modeling software should come with a lightmap UV unwrap option which is automatic. It produces very good results. Sure you could unwrap the model manually so the larger faces get more UV space but in the case of baking (only) AO it is absolutely not necessary and just a complete waste of time.

Nope. All 3D modeling software should come with a lightmap UV unwrap option which is automatic. It produces very good results.
Oh, i didn't know there were programs that could do that, but i've only used Milkshape 3D and Blender, so unless i've overlooked it, i haven't seen such an option in Blender


tomahawk
(render's a tad outdated but this is the gist of it)

doesn't
anyway, here's the model
probably going to shorten and fatten the grip and maybe the head once i've got it in a blockhead's hands to stay proportionate but there ya go
by the way, i'm having a little trouble getting it to spin properly as a projectile, if anyone thinks they could give a hand, that'd be wonderful https://dl.dropboxusercontent.com/s/rzw9zyso6b1k1pp/tomahawkprojectile.blend

i haven't seen such an option in Blender
Select all faces > U > Lightmap Pack
You don't even need to set up seams.

Select all faces > U > Lightmap Pack
You don't even need to set up seams.
http://imageshack.us/a/img12/954/xhw.png
Wtf is the point of that??

Select all faces > U > Lightmap Pack
You don't even need to set up seams.
The problem with that is that once the ambient occlusion is baked, you have these ugly seams between faces, i can't seem to make them go away by messing with the settings

http://imageshack.us/a/img12/954/xhw.png
Wtf is the point of that??
That's how lightmaps are packed.
Texture: http://etanaisen.net/lmap/correct.png
Result: http://etanaisen.net/lmap/lmapCorrect.jpg

The problem with that is that once the ambient occlusion is baked, you have these ugly seams between faces, i can't seem to make them go away by messing with the settings

You need larger margin + make sure to bump up the margin the bake settings. Manual fixing doesn't hurt either.

« Last Edit: July 13, 2013, 11:54:35 AM by Demian »



I figured out the ambient occlusion. It's a less noticeable effect here but it looks nice.


Does AO work only on static shapes? I couldn't imagine it blending with blockland's shaders.