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#1 (permalink) |
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Senior Member
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Chris Holden
I plan on recreate this guy I made a while back. He was an early experiment with normal mapping a character, and actually a speed model.I never liked what I did with the helmet, so he'll be the perfect choice for a bust.
http://chrisholden.net/soldiern.jpg Last edited by chris holden; 06-11-2006 at 09:10 AM. |
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#3 (permalink) |
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Senior Member
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ok, this is about as far as I'm going for now. Haven't really gotten to the small details.
http://chrisholden.net/bust02.jpg Last edited by chris holden; 12-11-2006 at 03:59 AM. |
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#7 (permalink) |
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New Member
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That's some good work! Btw what program are you using? Care to write a small tutorial.... :P
And a quick question, that's made of a ton of seperate pieces right? When making a high detail mesh for a normal map it doesn't have to bee "clean" (meaning one single mesh), or does it? |
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#8 (permalink) |
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Senior Member
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no, it doesnt matter if it is stuck together. It only have to be one attached object
Edit: Take a look at his chris' portfolio: "Maya,3dsmax,..." I guess he models with max Edit˛: Before i forget to say it :P great model ! Last edited by CaptainCock; 12-11-2006 at 08:06 AM. |
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#9 (permalink) |
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Senior Member
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Thanks guys.
Rapishorrid: Max, there are a lot of separate pieces, and some are larger chunks than others. Before creating the normal map, I'll have to collapse them all down to a single mesh. Separate pieces are for time saving, and clean, hard edges on the normal map. I could build all this as a single mesh, but it'd take so much longer, and my polyflow would have to be perfect or it'd have tons of lighting errors. By “floating”pieces, I can add custom details in minimal time with the same normal map output (example: bolts, small round depressions). |
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