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Old 09-02-2007, 10:45 PM   #61 (permalink)
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Originally Posted by motives View Post
redo the top into a simple coneshape and use those polys to smoothen out the blade.
Uhh, kinda too late for that.
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Old 10-02-2007, 04:58 AM   #62 (permalink)
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heh, if you dont mind me asking. Why is it too late?
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Old 10-02-2007, 06:10 AM   #63 (permalink)
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heh, if you dont mind me asking. Why is it too late?
Because he's beyond the modeling process, he's already finished unwrapping and looks like he's nearly done with the texturing too. Editing the model now would mean he'd have to redo those bits completely.
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Old 10-02-2007, 10:45 PM   #64 (permalink)
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I'm pretty sure you can edit already UV mapped models by changing them to editable mesh.

I think those screws would look better with a little more gray and specular.
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Old 11-02-2007, 02:20 AM   #65 (permalink)
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Slip, I don't think you understand what Neo's saying. Of course I can edit the model, but that would mean editing or re-doing the UVs to fit the modified model, and thus the skin as well.
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Old 11-02-2007, 09:34 AM   #66 (permalink)
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You can edit a model with existing UV maps applied to it without removing or changing the UV maps.

Right click > Convert to Editable Mesh

You can then sketch, skew, delete, and add vertexes and the UV map will automatically try to adjust. So you would be able to create the part he was talking about then attach it to the model. Convert to Editable Poly, apply the UV map modifier, and squeeze the part into your already existing UV maps.
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Old 11-02-2007, 11:11 AM   #67 (permalink)
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He's not saying he can't do it, it just wouldn't look as good. He would have to redo that part of the skin. I would say its not worth it for such a trivial thing.
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Old 11-02-2007, 01:16 PM   #68 (permalink)
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I think it's flawless. I love every part of it. Including the wood (that someone was complaining about). It looks like cherry wood or something. The worn metal around the attachments. The edge of the blade. The engravings. There's nothing I can crit.

Last edited by Flakk; 11-02-2007 at 01:18 PM.
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Old 11-02-2007, 04:41 PM   #69 (permalink)
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heh, if you never gonna change a model after "the modeling stage" you will have some problems in a production environment

its like two loops, the overall shape will stay the same after you remove them, just rearrange the uvs to match the texture afterwards. Not saying you should do it, its your model and your polys. Just saying its a 1 minute job to do.

Anyway, its a real nice model and texture so nj
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Last edited by motives; 11-02-2007 at 04:44 PM.
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Old 12-02-2007, 09:47 AM   #70 (permalink)
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Quote:
Originally Posted by motives View Post
heh, if you never gonna change a model after "the modeling stage" you will have some problems in a production environment

its like two loops, the overall shape will stay the same after you remove them, just rearrange the uvs to match the texture afterwards. Not saying you should do it, its your model and your polys. Just saying its a 1 minute job to do.

Anyway, its a real nice model and texture so nj
Wouldn't it create some stretching in the skin or something? Even if little on the blade.
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