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Swizzle
01-16-2007, 12:45 AM
Just reserving my space for now, but I have a pretty good idea.

Update:

This is the start of the high-poly version to extract the normal map from. I've no idea if I'll be able to get fine enough detail with such a small normal map, but we'll see.

http://i2.photobucket.com/albums/y29/xkostolny/screencap1-1.jpg

Swizzle
01-16-2007, 04:46 AM
Ok, finished the high-poly version:
http://i2.photobucket.com/albums/y29/xkostolny/screencap3.jpg

glynnsmith
01-16-2007, 11:26 PM
Now that's a sealing mechanism Grolsch would be proud of :P

This is looking good so far. I like the original approach to it (that it has a shape other than a cylinder); it shows you've thought about it.

Keep it up. Best of luck. :)

G

Swizzle
01-17-2007, 02:31 AM
This is looking good so far. I like the original approach to it (that it has a shape other than a cylinder); it shows you've thought about it.I'm going to need to think about it even more, though; the normal map isn't looking all that great at the moment and I'm not sure how would be best to fix it:

http://i2.photobucket.com/albums/y29/xkostolny/sidesnormal.png

The hinges and handles look pretty good in the renders, but the bottom and all the grooves at the top look pretty much awful. The grooves're unreadable as what they really are and the bottom is dark all the time because of the angle. I think I need to rerender the normal map after tweaking the high-poly version.

glynnsmith
01-17-2007, 02:01 PM
Maybe it'll look better if you start assigning some basic material colours in the diffuse to seperate the rings. I'd imagine you'd have some of them as a rubber material, some plastic and possibly some metal in there, too.

Infact, you could probably apply some basic colours, per polygon, to the hires and let that bake the diffuse out for you?

G

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