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Old 02-24-2007, 04:16 PM   #31 (permalink)
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Okee. I knew I wouldn't make the deadline, but thought I'd finish it anyways:



Click on the following for:

Wire

Diffuse Map
Specular Map
Self-Illumination Map
Normal Map

Although I'm happy with it and am calling it done, any crit would be cool for use on following projects.

Thanks for everyone's encouragement

Cheers!

G
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Old 02-24-2007, 04:54 PM   #32 (permalink)
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Looks really good, but the normal map and general texture on the blade surface is way too uniform, you need some more detail and texture variation. Love the handle, though.
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Old 02-24-2007, 09:11 PM   #33 (permalink)
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It may be hopelessly late but it stil awsome dude! I really like how the handle turned out....I have to agree on the metal texture, some scratches would be nice. But thats all minor tweaking....which I'm not too sure if your feeling up to....but with counterstrike uninstalled *mumbles under breath* you should have plenty of time.

Who uninstalls counterstrike?!!!! Great work man
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Old 02-24-2007, 09:51 PM   #34 (permalink)
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Yeah. Thanks guys. I already replied to Kitteh's comment, but I guess it didn't send. Boo!

I totally agree with you both. The material of the blades sucks, but with each blade being mirrored in UV, and then duplicated into 3 instances, that's 6 bits of geo sharing the same texture, with a possible 3 bits being shown at any one time.

The reason I left it so blank was both because the mirroring was so very obvious when I made distinctive marks on it, and because my UV setup wasn't laid out with proper thought, I'd already painted enough on it before I realised.

Live and learn though, eh?

Thanks for your comments guys

G

P.S Counterstrike @ 95% :P
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Old 02-25-2007, 07:26 AM   #35 (permalink)
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looking good man

the metal testure could use some more detail..like posted above...


soooooooooooo....where are the midgets *grin*
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Old 02-25-2007, 09:18 AM   #36 (permalink)
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Looks great man, I love the sharpness to it, I would definitely be hurting after being stabbed with that damn thing.
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