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Old 29-11-2009, 04:03 PM   #21 (permalink)
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That does look good. Interesting that the cone only has 8 sides too... And damn the lighting is nice in their engine.
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Old 29-11-2009, 09:45 PM   #22 (permalink)
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and to think thats the lowest quality setting, my comp is super old so i have to crank it down just to play smoothly. Id like to see it cranked up with bullet holes, particles etc
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Old 30-11-2009, 01:15 AM   #23 (permalink)
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Got a render from marmoset that i just downloaded. It has some weird white spot on the tip of the nose cone but that doesn't show up anywhere else, I assume its the light. Also this is just the normals, i got the AO baked out as well and will begin reading texture tutorials tomorrow.

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Old 30-11-2009, 07:00 AM   #24 (permalink)
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Looks like a good start, can't see anything weird that pops out at me....

Actually...

You're going to hate me for saying this but you could take a few polys out of the pipes you have on the bottom and put them into the silhouette of the turbine itself. Looking at the high poly one it has an interesting dip near the rear, between the 2nd and 3rd rings. If you could add that to the lowpoly I think it might add a bit of visual interest because now it's kind of too straight... A bit late to think of that but eh, no one says you have to do what I suggest
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Old 30-11-2009, 10:39 AM   #25 (permalink)
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Quote:
Originally Posted by HellraizerHHH5 View Post
Got a render from marmoset that i just downloaded. It has some weird white spot on the tip of the nose cone but that doesn't show up anywhere else, I assume its the light.
Maybe it is the specularity that is too bright. Also check your normals at the tip. They could be facing the wrong direction.
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Old 30-11-2009, 02:26 PM   #26 (permalink)
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Quote:
Originally Posted by urgaffel View Post
Looks like a good start, can't see anything weird that pops out at me....

Actually...

You're going to hate me for saying this but you could take a few polys out of the pipes you have on the bottom and put them into the silhouette of the turbine itself. Looking at the high poly one it has an interesting dip near the rear, between the 2nd and 3rd rings. If you could add that to the lowpoly I think it might add a bit of visual interest because now it's kind of too straight... A bit late to think of that but eh, no one says you have to do what I suggest
I went ahead and made the fix Now im at 2982 tris. [edit] Im at 2998 now I shaved some hidden polys and was able to add the 3rd ring back so now I have 4 rings AND made the silhouette change you suggested and its much better

Last edited by HellraizerHHH5; 30-11-2009 at 02:30 PM.
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Old 01-12-2009, 12:50 AM   #27 (permalink)
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WIP of the texture. Not too happy with it but i'm learning this hand painted texturing stuff as I go :/



Last edited by HellraizerHHH5; 01-12-2009 at 12:59 AM.
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Old 01-12-2009, 03:24 AM   #28 (permalink)
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After messing around with some texture tutorials im not only tired but at a loss for which of these 4 I should pursue a bit further.

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Old 01-12-2009, 06:00 AM   #29 (permalink)
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I like the last one but also the yellow paint you had earlier. Combination of the two perhaps? Also, the mesh edits you did look good, glad I could help

*edit*

One last mesh edit suggstion. The rings on the turbine, the last two, seem a bit far out. Scale them down a bit (not the width, just so they don't extend so far from the turbine) to make it look a bit slimmer. The second one from the rear looks a bit too big, the 3rd less so but can still be scaled down a little bit. The first and last rings look better proportioned if you know what I mean.

Last edited by urgaffel; 01-12-2009 at 06:04 AM.
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Old 01-12-2009, 11:53 AM   #30 (permalink)
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The last two are almost the same they just have different specular maps, 2nd to last focuses more on the exposed metal whereas the last one is more of a broad spec hit. But im going to make those changes you suggested for sure! thanks
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