Quadbot using curvy map

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Quadbot using curvy map

Postby gssev » Sun May 19, 2013 4:52 pm

Playing about with Curvy map on this to see how much detail can be done. quite a lot and with bump on top of it it is quite effective . The poly count was high for export so I'll try and create a normal map in xnormal to go on a lower resolution.
Added the ambient occlusion as well.

Image
octos by gssev, on Flickr
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Postby Markku » Sun May 19, 2013 4:56 pm

Mixup between Matrix and manga monster? (Kind of symbol on head) I must try ambient occlusion also! Nice, inspiring!
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Postby Simon » Sun May 19, 2013 6:07 pm

You will love the new bumpmaps - they can do so much of the work of a curvy map that you can get away with lower resolutions.
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Postby gssev » Sun May 19, 2013 8:43 pm

Cheers, cant wait to try the new bump maps.

Here's some pics of a reduced object from Curvey (12000 polys) and I converted the displacement map (curvey map ) to a normal map in Xnormal.
One is rendered in carrara and the other I tested in iclone both with good results.
Carrara render
Image
Reduced poly Quadbot in Carrara (12k polys) by gssev, on Flickr
iclone


[Image
QuadbotIclone by gssev, on Flickr
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Postby Markku » Sun May 19, 2013 8:50 pm

I really like that Carrara render!
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Postby Mr.Nemo » Sun May 19, 2013 9:33 pm

It looks like with your technique, you could make some pretty convincing trees. I may have to try making some trees with a mix of bump and Curvy map.
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