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Old 03-12-2009, 03:11 PM   #21 (permalink)
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If you have overlapping uvs, you need to move the overlapping sets off 1 unit in the uv editor. Could that be why you get errors?
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Old 03-12-2009, 03:28 PM   #22 (permalink)
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No overlapping. Confusing Maya showing me faces one way, but have the normals face the other was the problem.
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Old 04-12-2009, 09:25 AM   #23 (permalink)
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Got everything going and onto texturing.

Was wondering, I am just applying the tetures and showing off through Maya's viewport, is there a way to show off a glow map through this method?
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Old 04-12-2009, 09:46 AM   #24 (permalink)
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I use this realtime shader for previewing in Maya - blog.leocov.com

Think its gotta slot for glow maps too
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Old 04-12-2009, 02:40 PM   #25 (permalink)
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Still need a lot of work on the texture.
I did learn a lot from doing this.
I think a lot of what is wrong with this is the construction of the low poly does not seem to be the most optimal for what I am trying to pull from the high poly.
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Old 05-12-2009, 05:23 AM   #26 (permalink)
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My only crit is that the red looks a bit out of place, it doesn't feel like it fits. Maybe lighten it a bit and desaturate it?
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Old 05-12-2009, 08:47 PM   #27 (permalink)
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id remove that weird spike thing coming out of your exhaust, it totally ruins your piece in my opinion.
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Old 05-12-2009, 11:51 PM   #28 (permalink)
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I agree with urgaffel - perhaps desaturate or change the colour of the red and add a few scuff details and you're on to a winner imo!
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Old 06-12-2009, 01:06 PM   #29 (permalink)
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those fan blades look like they have some actual depth to them, almost looks like i can see behind them in the 3 quarter shots but its just a plane/grid in your wireframe. Very nice job on the normals in that area
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