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Old 08-07-2007, 04:53 PM   #1 (permalink)
Oak
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Competition #10 - Oak

Hi, Im quite new at this, so my model is being made on how Im able to do it versus wath I would like to do. Anyway Im happy with it so far.
The concept behind its that it is like an arm band wich you stripe on pull the lever and get some nanobot infusion into you for tissue repair and organ reconstitution. (love to make up background for stuff ;P). Comments and critics are very apreciated.

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Old 08-07-2007, 05:07 PM   #2 (permalink)
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reminds me of the communicators in blake's 7. (10 points for anyone who knows Blake's 7 )
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Old 09-07-2007, 08:50 AM   #3 (permalink)
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Ok, added a few more geometry and started putting in the difuse map, its kinda bad, but for now will have to do.




btw who is blake 7?
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Old 09-07-2007, 02:06 PM   #4 (permalink)
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Ok im setllet with it. Here come some more renders and a wire view.
Oh, dont forget to take a laugh at the difuse map. Anyway, I feel I learnt something from so it its not just waisted time.


difuse map



wire



poly count



and some renders








Thats it.
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Old 09-07-2007, 02:28 PM   #5 (permalink)
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Well i think the wire could be improved a lot by removing some of the radial edges/edgeloops.

Your model would also highly benefit from a normalmap. just model some screws, switches, displays and stuff like that onto your model and bake a normalmap from that.

For the Texture i´d add some scratches and some bare metal where you have those sharp corners. in the more recessed areas you could add some grime and dirt.
if you´re having trouble with texturing check this out: Hard Surface Texture Tut

oh and try to add an ambient occlusion pass into to your colormap.
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Old 09-07-2007, 03:29 PM   #6 (permalink)
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Ok, thanks for the tips, sorry but Im kinda new to all this, when you say
Quote:
some of the radial edges/edgeloops.
I really dont have a clue on wath those are. The normal map Im gonna try. The oclusion altough I know a bit about never done so but Ill do it as well.

Ty for the tips
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Old 09-07-2007, 03:42 PM   #7 (permalink)
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well i was referring to the edges in the direction i´ve marked for you:
radialedgeloops.jpg
i think you can get rid of some of those edges, and reduce your tri count a fair amount.

The ambient occlusion pass is no must but if you´re following the above tut it´s always a good start.
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Old 09-07-2007, 04:18 PM   #8 (permalink)
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Thx, I really dont know how to remove those, but you are rigth, some of are of no use, by removing them will I affect the front or outside of the model?

Also, normal maps affect the geometry rigth?

By doing so dont they increase the poly count?

Last edited by Oak; 09-07-2007 at 04:23 PM.
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Old 09-07-2007, 04:30 PM   #9 (permalink)
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well you don´t have to remove the whole edgeloop, you can remove certain unneeded edges.
you´re using max? right?
so here´s how you can remove those edges:
  • select the edges you want to remove
  • hit backspace
  • switch to vertex selection mode (press "1")
  • select the leftover vertices (don´t ask me why max keeps ´em)

or you can just weld some of the verts to get rid of some edges
or even use collapse when you´re in edge selection mode.

normalmaps:
they don´t increase the polycount, though you most likely will need a second version of your model with more detail and therefor a higher polycount. but you just use the detailed model to bake your normalmap onto your lowpoly mesh.
google that stuff if you need more info about it (i´m no pro with that so that´s about all i can tell you about normalmaps )

Last edited by Pacer; 09-07-2007 at 04:34 PM.
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Old 09-07-2007, 04:35 PM   #10 (permalink)
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Im using Max.
This will sound bad but, that leaves me with a hole... (wich im certain there is a fairly obvius solution to).

And screwed my Uvs..... its a good chance to get a hold of them and do it over açlong with the normal.
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