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Old 27-06-2007, 04:55 AM   #1 (permalink)
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Competition #10 - Rawk777

Hi everyone,

This is my first comp here .

Here is the concept I made, and my first WIP of it.
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File Type: jpg health-pack-concept.jpg (34.7 KB, 49 views)
File Type: jpg health-pack-WIP-1-1.jpg (37.4 KB, 64 views)

Last edited by Rawk777; 27-06-2007 at 04:58 AM.
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Old 27-06-2007, 06:19 AM   #2 (permalink)
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dont i know you? lol

Ahah anyways... Is that a red cross in that "box" or is that ment to be "light". If it is ment to be light, I would have done it the other way around from slim to wide.

I would make the cross on the outside of the box bolder so you can see it better from further distances.

I like the crosses on the 4 corners, but if it was to be real life I can imagine myself going face down because I'm not watching out and am desperate to gain health lol.

And do add detail with the remainig triangles
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Old 27-06-2007, 04:14 PM   #3 (permalink)
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[quote=bb0x;24715]dont i know you? lol

I like the crosses on the 4 corners, but if it was to be real life I can imagine myself going face down because I'm not watching out and am desperate to gain health lol.
[quote]

Yeah, from 3dt, I guess you remember, lol.

You're right for the crosses on the corners. I should call it health trap . I'll see if I leave them or not.

Thanks for the comments, I'll fix the lights comming from the sides.

Last edited by Rawk777; 27-06-2007 at 04:57 PM.
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Old 28-06-2007, 12:05 AM   #4 (permalink)
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Update!

This is the subdivided model.

The base model is now at 1200 tris.

Any suggestion before I unwrap ?
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File Type: jpg health-pack-WIP-1-2.jpg (141.4 KB, 42 views)
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Old 28-06-2007, 12:18 AM   #5 (permalink)
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i dont thik the yellow light coming from the crosses on the corners would go that diretion... i'd make them go allong with what way the surface is pointing at. and i dont think alight that small would go that far.... unless it is REALLY bright.
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Old 28-06-2007, 12:19 AM   #6 (permalink)
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The light beams if that’s what they are seem to long and theres a bit you could optimize to add more detail.
Also a really nice high poly normal map would make the model allot more attractive, bring out some detail and make it feel like something that was made to last.
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Old 28-06-2007, 04:06 AM   #7 (permalink)
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Thank you for the comments Bbox and Tkaza. For the moment, I decided to put those light beams off to focus on the modeling of the item itself.

I optimized the low-poly version, and I'll post it later. Here is what I have so far with the hi-poly version. I think I still have work to do on it. Any suggestions?

It's the first time I model a hi-poly model to bake it to a low-poly one. I already did a few tutorials, but any help woulb be greatly apreciated
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File Type: jpg health-pack-WIP-1-3.jpg (149.4 KB, 62 views)
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Old 28-06-2007, 05:29 AM   #8 (permalink)
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Thats what im talking about, looking great dude
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Old 28-06-2007, 05:21 PM   #9 (permalink)
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This things screams.."You will be fully healed if you grab me!". Like the concept.
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Old 04-07-2007, 09:01 PM   #10 (permalink)
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Update! The normal map is on, and I have 946 triangles.

I will have to find a place for the lights in the map, because right now its only a gradient, and the uv is not on the map yet.

Someone knows where I can find a good tutorial about how to make those lights rays?

The texture is not already done, its just materials yet.
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File Type: jpg health-pack-WIP-1-4.jpg (177.1 KB, 64 views)
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