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Re: Cpt-WIP

Posted: Wed Aug 29, 2012 11:11 am
by face

Re: Cpt-WIP

Posted: Wed Aug 29, 2012 11:40 am
by matej
Yes, I know, but I kinda hoped there could be some workaround :)

Re: Cpt-WIP

Posted: Wed Aug 29, 2012 12:22 pm
by kavorka
I have been adding an edge loop near all angles, for instance, if you have a box, make sure each corner has 1 edge loop on each side. This might not work for your model though.

What you can try is to subdivide the mesh with a simple subdivision instead of a catmull clark. It adds itterations, but keeps the exact shape, as it doesnt smooth between the divisions. May need to add a couple itterations, but I've had it work fairly well for me.

If you're doing this in Blender then its a button in the SubD modifier.

Re: Cpt-WIP

Posted: Wed Aug 29, 2012 12:51 pm
by matej
Yeah, in this case I cant afford to add (much) more edge loops, but the idea with simple subdivision might help attenuate the problem. Thanks kavorka! :)

Re: Cpt-WIP

Posted: Wed Aug 29, 2012 4:01 pm
by AlexCom
matej, you can just add the subdivisions for the purpose of rendering, and then just delete the mod(when you want to export it to the game engine)

It`s a great looking project!

Alex

Re: Cpt-WIP

Posted: Thu Aug 30, 2012 2:08 pm
by kavorka
The best way to get around it is just to switch off "smoothing" in the material.
solves all the problems, it will just flat shade it, which for the low poly, may be what you want anyway.

Re: Cpt-WIP

Posted: Fri Aug 31, 2012 7:10 pm
by matej
@AlexCom, thank you!

In the end it didn't come out that bad. With a normal map applied and a dark background, the black shading lines are attenuated enough to not show up that much. This is the lowpoly char, fully textured and rendered in Octane (of course :) )
Cpt-fin-C_beauty.jpg

Re: Cpt-WIP

Posted: Sat Sep 08, 2012 1:17 pm
by ROUBAL
Wow! Awesome work ! Great charecters.