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Old 18-07-2008, 11:49 AM   #1 (permalink)
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competition #14 - Reeke

Bit late to the gig but here we go. I'l be making a biomechanical version of this cute little fellah.

Species - Ceuthophilus maculatus

Troop type - Engineered specifically to form the vanguard of an army formation, these units are always the first to engage the enemy troops. Using their large legs to propel themselves forward at great speed, they literally throw themselves at the enemy’s front line, breaking their formation and causing confusing among their ranks. However they must immediately make their escape amongst the confusion, as their long limbs and lack of offensive pincers make them vulnerable in close combat.


Credit to the original photographer for taking this awesome photo Link
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Old 22-07-2008, 10:25 AM   #2 (permalink)
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994 tri
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Old 24-07-2008, 07:16 AM   #3 (permalink)
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that things really cool looking, nice low poly. it has a really smooth silhouette. put in the BUTT SPIKES!!! lol
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Old 26-07-2008, 02:08 PM   #4 (permalink)
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Old 26-07-2008, 02:31 PM   #5 (permalink)
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brought it into max, laggy goodness at over 9 mil tri. not in tonight so tomorrow il need to unwrap the low poly, set up the projection cage, extract the normal/ao and paint the texture... good times ahead.
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Old 26-07-2008, 04:09 PM   #6 (permalink)
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wowhoow, mate! give that a boost! it deserves to be on the podium!! the normal maps are just kicking ass, really cool! none to critic, just love what you did so far! keep it up
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Old 26-07-2008, 05:25 PM   #7 (permalink)
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Wouldn't you have been able to create a normal map in the program you sculpted with if you had already unwrapped it?
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Old 26-07-2008, 05:33 PM   #8 (permalink)
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If you used ZBrush, export the model at the proper subdiv. for the final model and assing UV's to it, import it back in while having your highpoly sculpt active in the view, and your sculpt will be assigned with the same UV's.

After that you just have to pull it down to the proper subdiv. again and render out those normals

Will save you a lot of time and hassle.

Cheers!
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Old 26-07-2008, 08:13 PM   #9 (permalink)
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I use mudbox for my high poly work. Mudbox can quickly render out normalmaps but i find creating a good projection cage in max gives more accurate results, + i can bake out an AO map along with it which really helps in the texturing stage
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Old 27-07-2008, 06:19 PM   #10 (permalink)
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i had to really rush this to get it in, the texture/spec was done is less than 30 mins, and no time for beauty renders . Il be working on this more in my own time so its worth showing as a folio piece in the future, though

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