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Old 28-11-2009, 03:33 PM   #11 (permalink)
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realy cool so far. keep it up. i agree with myles the box on the end look an bit stragne. i belive chaning it orientation prallel to the ground could change this. mybe you will try it
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Old 28-11-2009, 03:43 PM   #12 (permalink)
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Yea ill give that a try because I agree it looks off. Im testing normal mapping since its my first time and getting some decent results and in other areas some weirdness. On the normal of the cylinder the straps around its center have slightly wavy lines in the normal though it seems to render out ok, not sure if that's a problem


Last edited by HellraizerHHH5; 28-11-2009 at 04:07 PM.
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Old 28-11-2009, 04:01 PM   #13 (permalink)
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The wavy lines you see will only show if you are looking at the normals from a certain direction, the best way to fix this is in photoshop drag the pixels downwards so its a perfect lines.
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Old 28-11-2009, 08:24 PM   #14 (permalink)
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Almost done normal mapping and surprisingly XSI managed to do it without any problems go figure. Once i get this done the nightmare of texturing begins




Last edited by HellraizerHHH5; 28-11-2009 at 10:47 PM.
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Old 29-11-2009, 11:34 AM   #15 (permalink)
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Looking sweet so far! SOLID recreation of the concept, btw. Spot on, mate!

I want to point out that it looks obvious that the fan blades are just intersecting with the propeller "nose". Maybe you could extrude a ring of faces from the nose right in front of the blades to see the intersection. Something as simple as flaring out the part before the blades could do it. Perhaps you are addressing that by modeling the propeller a certain way in your lo-res, but I can't tell from the low-res' angle.

That is the only issue that jumps out at me
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Last edited by Polygoblin; 29-11-2009 at 11:36 AM. Reason: sentence structure
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Old 29-11-2009, 11:50 AM   #16 (permalink)
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Very neat uvs, impressive. Now lets see if your texturing can deliver If you have any polys left, I would have liked to see the fan blades modeled separately but I can see why you would do it this way. Will be interesting to see how it turns out in the end! The rest is looking great.
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Old 29-11-2009, 01:26 PM   #17 (permalink)
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Yea i decided to do my fan blades this way in the low poly because its how IW handled it in MW2 in the Scrapyard level. There is lots of engines for reference there and i think im going to try their fan blade mthod see how it works out.

As for the texture devlivering... who knows, i jumped into this for practice because i want to improve on texturing for sure, im super weak at it
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Old 29-11-2009, 01:40 PM   #18 (permalink)
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I haven't actually played MW2 but if they can pull it off that's good reference! Good luck
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Old 29-11-2009, 02:56 PM   #19 (permalink)
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Quote:
Originally Posted by HellraizerHHH5 View Post
Yea i decided to do my fan blades this way in the low poly because its how IW handled it in MW2 in the Scrapyard level. There is lots of engines for reference there and i think im going to try their fan blade mthod see how it works out.

As for the texture devlivering... who knows, i jumped into this for practice because i want to improve on texturing for sure, im super weak at it
Oh were you the dude I was shooting at who was using the sniper to see the details on the engine ;D Happy its not only me loading up MW2 for reference.
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Old 29-11-2009, 03:16 PM   #20 (permalink)
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Lol no that wasnt me, i knew id die too many times just trying to take a screenshot of the engine so i made my own room But here is the picture, everything is baked in except for like 1 big pipe floating on the surface which is very low poly and like 2 power boxes.

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