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Old 09-07-2007, 01:02 PM   #11 (permalink)
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Matter of preference.

I've said this about another piece - It could get lost in the world as a prop in it's current form, any ideas to make this stand out from the mess of the battlefield? .
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Old 09-07-2007, 01:11 PM   #12 (permalink)
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Quote:
Originally Posted by Pankake View Post
Matter of preference.
I´m also thinking that it´s just a matter of preference and of your own workflow.

Quote:
Originally Posted by Pankake View Post
I've said this about another piece - It could get lost in the world as a prop in it's current form, any ideas to make this stand out from the mess of the battlefield? .
Good point. I´ll try to think of something... probably some kind of glowing marker hovering above the ammo or something like that.

Last edited by Pacer; 09-07-2007 at 01:15 PM.
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Old 09-07-2007, 06:21 PM   #13 (permalink)
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Did some work on the lowpoly mesh. It´s still a WIP an there´s plenty of stuff to optimize.
anyways here´s my progress:
lopoly01.jpg
1038 tri´s at the moment
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Old 09-07-2007, 08:52 PM   #14 (permalink)
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started from scratch with my lowpoly model and decide to go with intersecting meshes.
i´m not sure if it´s the right way to go since i´m quite new to all that lowpoly stuff. so let me know if i´m heading the wrong way.
so here´s my new lowpoly model:
lopoly02.jpg
1156 tris
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Old 10-07-2007, 06:56 PM   #15 (permalink)
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Right now the whole thing doesn´t quite look like i wanted it to look.
had some problems with the normalmap and the duct tap texture...
anyways here´s my progress so far:
lopoly05.jpg
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Old 10-07-2007, 11:29 PM   #16 (permalink)
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the ducktape looks realy thick on that last render, and it doesn't on the one before. maybe that could solve one part of the problem.

I'dd also make a specular map. Looked on google for a sec, found this:
Helson Gun Smiths
They all look very shiny, so try to get that in your mags to.

I hope this helps...
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