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Old 13-01-2007, 04:04 AM   #11 (permalink)
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I love the idea behind the high poly mesh. Given the amount of polies you have available, you might want to shorten the distance between the hand and the box, will most likely give you a stronger chance at a better normal map. With regards to the shoes, it's hard to tell what is the front, so maybe you want to define one half of it so the viewer clearly understands. You're improving every hour, it's impressive Look forward to more progress
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Old 13-01-2007, 03:40 PM   #12 (permalink)
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Thanks guys....chris I'm not really going to stress over the pose on this one because I already got it pretty much done. Sadly I'm lazy Maybe if a wave of unlaziness rushes over me I will try to figure out a better pose, but for now I'll just keep it as it is

Noel...I actually have another hand on the other side (its a secret) and it is closer then the one that is seen here. And the one farther out looks alot better, thats why I don't show the other hand

But here I got a better specular map, newer everything really....and added a foot, and my poly count rests at 197 tris.

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Old 13-01-2007, 05:33 PM   #13 (permalink)
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I like the idea but the transition on the texture from the hands and feet to the flat crate ruins it for me. Very visible transition. If you made the texture flow from the parts sticking out to the flat side of the crate i think it would look alot better and alot more convincing.
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Old 13-01-2007, 07:02 PM   #14 (permalink)
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Yea I definitly agree with you, but the problem I had was the poly count....I cant make it any smoother without suffering even worse casualties to the looks. So I figured it would be better to keep them not connected to the main box...and that way give me the ability to get the necesary details in. Originally I had then all one mesh, that way the smoothing groups would make it a nice transition....but as I said before, the poly count killed me.

If there is a better way that I can make it transition smoothly while the hands and feet arent attached...lemme know. Otherwise I'm afraid I cant do too much due to the poly count
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Old 13-01-2007, 07:56 PM   #15 (permalink)
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I think he was talking about the obvious seams. If the poly count is stopping you from doing smoothing groups then theres nothing you can do about that, but thats all shading. The colours don't match on both sides of the seam in most cases.
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Old 13-01-2007, 08:35 PM   #16 (permalink)
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Talking about both the smoothing seam and the textures actually
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Old 13-01-2007, 09:47 PM   #17 (permalink)
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Very good idea. the seams didn't show up in the non-textured render, but in the textured it did o.O
Also, It may just be the picture, but the shadows seem to be too big for the size of the edge [Correct me If i am wrong]

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Old 14-01-2007, 12:13 PM   #18 (permalink)
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Ok I get what you're saying guys....I shall work on that.

Oh and the shadow It is quite over...dark..I did that because I wanted it to be kind of noticable, but it seems it is a little too noticable. So I will put that back a bit.
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