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Old 05-16-2007, 05:03 PM   #21 (permalink)
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ok i see. I also think its a bit confusing
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Old 05-16-2007, 05:44 PM   #22 (permalink)
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tweaked some more...
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File Type: jpg low08.jpg (95.9 KB, 124 views)
File Type: jpg low09.jpg (61.7 KB, 151 views)

Last edited by StefanH; 05-16-2007 at 06:01 PM.
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Old 05-17-2007, 04:49 AM   #23 (permalink)
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I'm liking it a lot. Looking forward to the breaker.
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Old 05-23-2007, 10:46 AM   #24 (permalink)
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the breaker highpoly

52k tris, no subdivs
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File Type: jpg high03.jpg (11.2 KB, 61 views)
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Old 05-23-2007, 11:08 AM   #25 (permalink)
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the normal map

rendered with mental ray and 16 samples per pixel
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Old 05-23-2007, 11:14 AM   #26 (permalink)
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Maybe you can alter ambient oclusion shadows near wires?
In my opinion they shouldn't be so wide. It may look strange from bigger distance.
I have lightened them in Photoshop on the left picture.

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Old 05-23-2007, 11:20 AM   #27 (permalink)
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I like the breaker, but I am not sure if it will look good on simple flat polygon (paralax effect). Have you tried it in any game engine?
I am sure it will rock on \_/ shaped mesh.
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Old 05-23-2007, 11:32 AM   #28 (permalink)
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yeah thats true, its a pity we an only use one polygon. I think it would be much cooler if we create reusable wallparts with some more geometry. stuff like that.

thanks for the tip. i think its better now.
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Old 05-23-2007, 12:30 PM   #29 (permalink)
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is it better?
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Old 05-23-2007, 01:08 PM   #30 (permalink)
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Maybe you can left some shadow near this wires, but not so wide as it was in first version.
Will you add some details to breaker (dents etc.)?
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