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#11 (permalink) | |
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Industry Artist
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Quote:
I can see the diff, but I think a higher spec on the tubes might be nice. your call though. ![]() edit: that might have come out more pissanty than I wanted it to. no offence, nothing wrong with subtle normals. ![]()
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Supporter of Constructive Criticism Last edited by weasel.acuh5o; 30-08-2007 at 05:42 AM. |
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#12 (permalink) |
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New Member
![]() 27
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Yeah that normal map definitely makes the texture look a lot crisper. It is too late, but the scale of the foliage looks to be on the small size compared to the trunk and roots you've got on there.
Its a very unique piece of work, i got to say that. I really like it ![]() |
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#13 (permalink) |
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New Member
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Yeah... I ran out of tris to use for foliage, even though each plane only uses up 2 XD
So, I submitted it now. No really visible changes were done... Half the model didn't have a specular map before, some dirt was applied to texture, the tubes are more textured but it isn't really visible... It turned out decently I guess. Looking forward to see the final entries. Only like 3 days left now, get to working everyone! ![]() |
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#14 (permalink) |
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Freelancer
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Love your entry Yin! The uv space could have been more optimized, other than that, solid work on texture and design - and i definitely see the difference the normal map makes, subtle, but much better. Congrats!
![]()
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Unknown Robot - indie videogame developer Acetylene Games - High quality videogame screenshots My Portfolio :: artbymasa Tuts: HP / LP Modeling for Next-Gen Games WIP: Project Flashback |
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