I am also sorry that I have been slacking. This should be done by now, but I got real life to manage too. AND more importantly the model was really screwed up. I forgot that often you need to run utilities on models built in SketchUp. I didn't notice this until I started UV mapping. Edges weren't mapping properly. Turns out a ton of verts weren't welded. So I ran an optimizer and then decided to step back from triangles to quads. I kinda like this model so it is better to store it in quads in case I ever want to use it again for something else.
Anyhow after cleaning up the model I did another render with Phong shading, and this time it looks much more smooth. Not sure how NWN does smoothing and suspect the model will look more faceted in game. This is the last render I'll do prior to texture painting (if the family will allow me the time):

-edit-
I forgot to mention that the final count on triangles is 1741. I ran a count on a triangulated model so this is accurate. Higher than we wanted but beats the hell out of 5000.
Modifié par henesua, 07 avril 2013 - 09:29 .





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