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  1. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
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  2. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
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  3. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
    Concerning the hard edges in the middle of faces that ValiantDan pointed out. Ive determined its not the normal maps, but an issue with the geometry. I had a problem similar to this during the modeling process in which i was getting shadowed spikes all over the place when would go to bake the normals, at this time i had manually triangulated the mesh. After looking into this I learned it was from the skinny tri's not having enough space to properly calculate the light bounces, ended retopo-ing. Ive tried deleting this poly and going "border", "cap"(in 3ds) yet it doesnt change. Now that im finished(mostly) i want to fix this, especially since ive come this far. In udk this edge is much less pronouced, when i get a chance to figure out how to render via udk ill post an image. But yea, tips and ideas are much appreciated!
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  4. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
    A texture shot(just for fun)
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  5. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
    Managed to bust out a modular sidewalk piece today. A whopping 9 polys... (tiled 3rice).




    Gonna do a corner piece soon
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  6. The0ry's Avatar
    The0ry is offline
    Location: Monterey CA
    Posts: 26
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    The0ry is offline
    Location: Monterey CA
    Posts: 26
    Got some Zbrush practice in doing the normal. Awesome software once you get over the inital learning curve

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