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Old 26-06-2007, 02:19 PM   #1 (permalink)
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Competition #10 - Jarnauga

Alright I threw together a main concept yesterday (I know it's a bit messy but you should get the picture )



I didn't know what to do with the ammo box until I stumbled across a concept by Paul Richard in someone elses thread and this one immediately catched my eye.



Today I started working on the hipoly version of the Ammobox. I'm going to put a smoothing group on it in Max (this is modeled in Blender) but I need to install it first. (did a format this weekend) This is my first hipoly model so erm yeah there are errors and it isn't too smooth.. I'm hoping the smoothing group in Max will take care of that.





Right now I have a lot of rounded parts (both base and box) so I don't know if I'll be able to realise my concept. Meh, we'll see, right?
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Old 01-07-2007, 01:49 PM   #2 (permalink)
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Well since I'm a complete newb to the process of making a high poly, baking it into a normal and applying it to a low poly (I'm planning to learn this technique over the holidays though), I'm just going to go low poly like I always do and try to make it stand out through the texture.

Here's what I have, unoptimized and at 1312 Tris.



And this is with the planes (for the anti-gravity effect and opacity map) added. (1326 Tris)



I'm going to fiddle some more with it and get those unneccessary loopcuts out, then I'll have quite some tris left. Perhaps I should model the shaft doors with them? Right now I have a plane but that means you wouldn't be able to animate the doors.

I know it looks pretty bland right now but I'm hoping to fix all that with the texture. Suggestions on the model are still welcome though.
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Old 01-07-2007, 02:21 PM   #3 (permalink)
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Hey
A nice concept there with all the different layers of ammo, best of luck
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Old 01-07-2007, 03:59 PM   #4 (permalink)
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Thanks. Yeah I was thinking of some base that would actually be possible. (instead of the "spawn-out-of-nowhere" pickups like in UT)
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Old 03-07-2007, 11:56 AM   #5 (permalink)
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Okay I cleaned the mesh out, and remade some parts I didn't like. I'm much happier with the overall shape now. I have also doubled the "anti-gravity-effect"-planes since we're not allowed to use two-sided rendering for textures.

With the newly gained tris I have also modeled the shaft doors.



And here's a little render.



I'm thinking of going with army green for colours, and a warm yellowy orange for glow. (as opposed to blueish steel with light blue for glow)
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Old 06-07-2007, 09:35 AM   #6 (permalink)
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I finished the UV Layout.

Here's a resized example:


Now I can get to texturing this thing.
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Old 06-07-2007, 10:38 AM   #7 (permalink)
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Quote:
Originally Posted by Jarnauga View Post
Well since I'm a complete newb to the process of making a high poly, baking it into a normal and applying it to a low poly (I'm planning to learn this technique over the holidays though)
Try xNormal xNormal web home page.
There is good pdf with all functions explained and some really nice example files attached.

I think, that you can simply paint this shaft doors instead of modelling them. Cool that you are using Blender .

And one more thing. You can spare a lot of triangles making ammo case from three boxes, instead of modelling it as one mesh.


Last edited by sethodie; 06-07-2007 at 10:49 AM.
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Old 06-07-2007, 03:43 PM   #8 (permalink)
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Yeh I have downloaded xNormal and I'm planning on learning to use the application (along with Max, I bought the Fundamentals DVD from 3DBuzz which covers everything)

At first I wanted to just paint the shaft doors, but I thought if it would be in a real game the doors would have to be able to be animated (see concept) and since I had so much tris left I figured I could as well model them.

Hah yeah, I'll keep that in mind for next time, thanks. It's just that I used to think that a model should have none or very little collision (probably because in our first test level for a game called Aesir (an rpg being made with and in Blender) we had a lot of collision going on and it seriously lowered the framerate. I'm guessing that gave me some sort of trauma )
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Old 16-07-2007, 01:36 PM   #9 (permalink)
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I am so freaking pissed off.

Last friday I worked on my texture and I almost had it finished. I was going to tidy it up, make the bump, spec (+ glow and opacity) maps the day after, only my pc seemed to have other plans in mind..

I've been having problems with my PSU lately; the power light flashes rapidly when the pc is turned off, (indicating that the PSU is dead apparently) but when you wait a while it would start flashing slower and slower and eventually stop. Then you could boot the pc like nothing was wrong and it would run just fine.

Only saturday morning it kept flashing and wouldn't slow down. I waited and waited the entire day, turning the PSU on and off several times to see if that would help, getting more and more frustrated. But alas, it didn't want to boot anymore.

I thought the deadline was saturday but apparently is was on sunday so I thought I could rush it to completion if I was lucky, but even after a night with the PSU off it wouldn't boot.

So yeah, I think I'm still going to finish it off because I'm pretty far in the process and it would be a waste to just drop it now.
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