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Old 06-07-2008, 04:26 PM   #1 (permalink)
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Competition #14 - Ericmor

Well, it's based on the wasp... already done, just posting for show, i guess...



Just check under "WASP" on Wikipedia.

Rafts





Final Render:


Last edited by Ericmor; 06-07-2008 at 04:29 PM.
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Old 06-07-2008, 05:45 PM   #2 (permalink)
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Hi Ericmor,

any chance we can see the wires?

also, what specific job on the battlefield is your wasp intended for?
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Old 06-07-2008, 06:23 PM   #3 (permalink)
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Aerial strike unit?
The model has been posted on the final submissions thread already (YAY! Got first post :P ), but this is the wireframe:

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Old 06-07-2008, 07:49 PM   #4 (permalink)
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Nice ... Aerial strike unit? It look like troop carrier (to me, may be because of all those legs which from into one giant claw) Good work.
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Old 06-07-2008, 08:11 PM   #5 (permalink)
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How many tri's have you used for your model? It looks like far more than the 1000 tri limit.

Looking at your final submission your uvs are very ineffecient. An automatic wrap is a good place to start, but there is a large amount of wasted space and far too many shells. In it's current state it is definitely not game ready. You need to stitch your shells together and pack them in a way that best utilises the available space.
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Old 07-07-2008, 01:53 AM   #6 (permalink)
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I have to concur with GreenLionz, your poly count looks way off from the maximum limit of 1000 tris and from your wireframe view it looks like you’re not double siding your wings.

The UVs are very bad, if you were to do this in a production..... You would be doing them again. Not only are they un-editable (without using a 3d painting app) but the UV count would simply make this asset a waste of resources (console of PC) the more separate UV shells the more UVs and the more processing that needs to go on when it is put in-game. Ontop of the extra UV count, triangle stripping would be broken (depending on the engine etc) this again is not optimal.

Visually it’s a pretty good job, however for me the design of the insect/solider is lacking in the fact that A it doesn’t say Wasp when I look at it .. More of a sick/poison dragon fly... and B how is it a solider? There are very few visual clues to what his/her task is.

Might want to fix the above issues and you COULD be onto a winner.

Good luck

Last edited by LampRabbit; 07-07-2008 at 04:49 AM.
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Old 07-07-2008, 03:00 PM   #7 (permalink)
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1000 ?!?! I tought i saw 10000 0__o
Agh... disqualified by polycount! I KNEW something was wrong! Well, murphy's was right.
Might use the model for something else... maybe in my game, it would give a nice monster in my RPG.
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Old 08-07-2008, 09:31 PM   #8 (permalink)
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Ahh man you should keep this entry, just re-typologise.
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Old 08-07-2008, 10:55 PM   #9 (permalink)
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Hi Ericmor,

I have to agree the coloring looks alot more like a mosquito but either way, I definitely would not mess with it You can use the mesh you have here and build a low poly "cage" mesh around it to bake the higher poly mesh down to. Keep the cage within 1,000 tri's and build it as close to the higher poly mesh as possible. If you're not sure how, I can give you the rundown for baking high to low poly but that would depend on the 3d package. But then you can definitely continue to use this model for the competition. I think you were a little ambitious to submit "final" on the 8th! Use as much time as you can, wait for critiques and continue tweaking and tweaking. Don't give up on the model, though, its looking good!
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Old 09-07-2008, 04:31 PM   #10 (permalink)
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Hi EricMor,

First off fantastic work extrapolating the anatomy to make something that is visually exciting/terrifying to see flying around your children.
2nd, Ahoops01 has the perfect solution for your over-poly budget. Just use your current high poly as the normal map info. If you consider it from the point of using normalmaps you're already have done.

Keep up the good work, and make sure you carefully construct a good low poly cage that is clean and organized so the UV's won't be hard to place. take your time.

Final note- your concept drawing has skull insignias on the torax and bottom part (forgot name?!) but I don't see those in your render. I think they would be excellent to bring back into the low poly model.
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