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#16 polyguns

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Posted 30 October 2004 - 05:20 AM

a while, that render took about 2 seconds though, engines do that in realtime.


im coloring now, any ideas on color would be helpfull
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#17 Epit0miz3

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Posted 30 October 2004 - 06:52 AM

skin is kind of lacking the model looks great high poly but sort of looks drained in the low poly version.

btw can you post a picture of the wireframe mesh for the low poly one.

Edited by Epit0miz3, 30 October 2004 - 06:52 AM.


#18 polyguns

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Posted 30 October 2004 - 07:52 AM

yup, there is no skin on it at all just basic color, didn't set up much on the lights either, was so excited, i decided to post.
I got a good start on the skin already, here it is.



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of course the low poly will be more drained, it has texture stretching from the unwrap, thats the way normal mapping works. i would like to see if the new auv mapping will work ingame, or make it look like a checkerboard of seams.


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still just a wip
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#19 Chewcky

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Posted 31 October 2004 - 07:19 PM

I think this model suffers when brought down to its lower poly form. I dont know too much about modeling programs so dont take my opinion as more than a grain of salt but I think it needs to be upped into the highest possible poly count u can have for the game u want to use it in.
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#20 Epit0miz3

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Posted 31 October 2004 - 07:58 PM

I agree with chewcky here the model isn't really optimized/built for a game. That model doesn't look too animation friendly either. I would either spend alot of time adjusting it or rebuild it from the ground up to get the most out of it.

#21 polyguns

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Posted 31 October 2004 - 08:46 PM

chewky is talking about adding polies, optimizing would be taking some away. the bicepts are a little sharp, i could fix those, but rebuilt from the ground up? nah, all it will take is about 15 mins to optimize it, thats no big deal, when your dealing with only 1000 or so quads, its pie to optimize, then, maybe add some edges at the joints, but i dunno, ill try to rig it and paint the weights, but i don't think it will be that big of a deal.
2300 triangles are right about right for fc/hl2/ d3. i didn't make this one assuming i could use 7000 tris
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#22 polyguns

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Posted 08 November 2004 - 07:15 PM

here is my next model wip, really low res, just worked a few hours on it. damn i still ain't finished my first skin sad.gif
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#23 polyguns

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Posted 19 November 2004 - 02:55 AM

i got the normal mapping done, and started on the skin

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Edited by polyguns, 19 November 2004 - 02:57 AM.

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#24 Chewcky

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Posted 19 November 2004 - 09:50 PM

It reminds me of the oxymentor or one of those other models that you made for c132 back in the day.
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#25 polyguns

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Posted 19 November 2004 - 11:47 PM

the gestator
i basically took that form and restructured it and sculpted the high detail, the general proportions are the same, skinnied it up alot and gave it muscles and normal mapped. im thinking of giving her clothes tho, im not sure, next creatue will have clothes fer shizzle

Edited by polyguns, 19 November 2004 - 11:49 PM.

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#26 polyguns

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Posted 20 November 2004 - 06:42 AM

been working on this one tonight
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#27 Chewcky

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Posted 20 November 2004 - 03:12 PM

great model in high poly but id like to see how it looks low poly before i give it a final verdict.
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#28 Coyote

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Posted 21 November 2004 - 03:05 PM

I love it! its got the same sort of jaw structure as the nemisis of RE3
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#29 polyguns

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Posted 21 November 2004 - 03:18 PM

yea i didn't realize till afterwards how much it looked like nemesis. it looked alot like a comic character i use to draw when i was in high school. buy yea, looks alot like nemesis
btw, that movie was cool
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#30 polyguns

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Posted 30 November 2004 - 03:46 AM

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tweaking out me old mobygenic model, trying to make him look a bit more detailed, trying to redo my whole portfolio normal mapped, since its all unwrapped anyways might put up a tutorial on it

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Edited by polyguns, 30 November 2004 - 03:47 AM.

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