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Old 29-11-2009, 11:00 AM   #11 (permalink)
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Nice work! Your engine has a nice "Ratchet and Clank" feel to it. It's real chunky and full of attitude.

If the "window thingy" doesn't work out (a functional window will force you to model interior geometry), you could make it a pressure/temperature gauge. You could even set a short animation cycle that gives erratic movement to the gauge's needle, which will bring even more life to the model.

I only really see two issues, and both are easy to fix. The biggest thing I notice is the braces (or "legs"). They have a base on only the front side of the leg. While it is original, I feel like if it was bolted down to something like that, the weight would put too much stress on the single bolted side. I imagine it tipping forward constantly. By putting some sort of surface on the other side of the leg, you will distribute the weight evenly, and keep your engine upright. If I were you, I would do something different besides just extrude out the back to match the front. I would maybe create a surface of a different shape to keep an original-looking support structure.

Lastly, I feel that there would be no real way to attach something to the tube below the propeller. The "neck" of the opening needs to have threads (like a screw or a bottle cap has) around it to sell the function of the tube. A ring of bolts, a latch, or a pin-lock would all work and sell the functionality of the tube.

Besides that, you are doing great. Can't wait to see the low-res version
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Old 29-11-2009, 11:45 AM   #12 (permalink)
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Awesome model For the window I was thinking just having a fireglow going on so you wouldn't actually see inside but I like the idea of a pressure gage type thing too. Could be cool. For the leg thing, you could do a triangle stand (if you have enough polys) on each side. Two angled struts on each side to keep it steady. Or one thick leg, slightly angled on each side... Lots of possibilities. Looking forward to the lowpoly.
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Old 29-11-2009, 01:04 PM   #13 (permalink)
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ok here is the lowpoly. will also nodyfied the fed. now i need somthing too eat
maybe i can do the uvs tonight. but if not tomorrow or so. poly limt was very tight . if i coud i would spent maybe 500 tris more on it


Last edited by Theht; 29-11-2009 at 01:07 PM.
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Old 29-11-2009, 01:19 PM   #14 (permalink)
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You don't have to have symmetrical detail so you could remove some of the tubes and boxes on the bottom cylinder. Won't get you 500 tris but maybe a few more at least
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Old 29-11-2009, 03:02 PM   #15 (permalink)
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Looks great man, a lot of detail in there. I think you could remove some unnecessary edge loops though. Also be sure to sort out your smoothing groups before moving onto baking.

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Old 29-11-2009, 03:50 PM   #16 (permalink)
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he myles or some one else has a read on smoothing groups or any advice ? also your makrs helped abit. i am now at 2968 tris an will stick witch it. the 500 where for the bulges on the fron an endring. but now they must catched in the normal map. first test looks ok. that implicict i have finshed the uvs but jeah have to repack an scale them again. some sheels need more pixels to get all the details.
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Old 30-11-2009, 12:41 PM   #17 (permalink)
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actualy changed abit more on the low poly model. and iam now at 2998 tirs i belivecouly also be 2296 manged finaly the uvlayout and baking. had too bake eight maps . so here is the first test reult out of mamorset toolbag. and yes have to fix the wirebup on top.





Last edited by Theht; 30-11-2009 at 12:47 PM.
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Old 30-11-2009, 02:11 PM   #18 (permalink)
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wish my normal came out that pretty ;p I had to beat it into submission until i got what I wanted.
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Old 30-11-2009, 03:13 PM   #19 (permalink)
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That came out quite well! can't wait to see the textures you make
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Old 30-11-2009, 03:27 PM   #20 (permalink)
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really great job dude, looking forward to seeing the textured version aswell!
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