I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!

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SinKing Author
SinKing - - 3,119 comments

I'll also start working in Ndo2 now, in order to add those many small details that add to the credibility and look of the model.

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booman
booman - - 3,651 comments

Wait a second, no high poly? How did you make it look like it was baked in the next screenshot without doing a high-poly model?
I've been wandering if it was possible to do nice models without spending hours on a highpoly detailed model.

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SinKing Author
SinKing - - 3,119 comments

You select the polygons you want to appear smooth and go into "Normals" and then "average normals". That will make all selected polygons become smooth. It's nearly as good as a highpoly bake, but not quite. Depends on the kind of model too. As you can see later, UDK rejects a lot of this information, even though I imported my "tangents" and smoothing groups.

I remember you use Blender though, so you'd have to search for the option. I gave you the Maya solution. If there is no option for polys, just select the edges you want smooth and soften them.

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booman
booman - - 3,651 comments

Normals end up as an image anyways, so is there a way to cheat and use Photoshop to smooth out edges instead of baking?

I honestly don't see the errors you see. The screenshots look very nice and most people don't give models a lot of attention like an artist. Of course you already know this.
I've seen some pretty bad models in-game, but you only notice the error if you take the time to look it over.

So I'm just saying, it would be nice to have an alternative to building high-poly models and baking.

I'm very inspired by what you are doing and the quality of the result

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SinKing Author
SinKing - - 3,119 comments

If you average the smoothing between certain polygons it means the polygons on that part have no visible hard edges between them. The smoothing is "baked" into each vertex when you save the model, so it is not on a separate map but the smoothing is in the geometry.

If you can keep the polycount low and still get a nice silhouette the result should be a smoother looking model. Had I planned these models better, I would have made more separate parts, i.e. build them almost or exactly like they would be in real life; it gives a better edgeflow. My final model was more or less a refined version of the blockout. That's why I'm complaining a bit... about myself. On the other hand, the polycount is still fine for a vehicle.

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Description

This is the beginning of the texturing process. I've left the UVgrid as overlay so you can still see the geometry. I'll leave it away in the next update.