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View Poll Results: Who has created the best Turbine ?
Dickens 11 6.92%
Ex-Ray 60 37.74%
HellraizerHHH5 2 1.26%
myles 2 1.26%
Theht 3 1.89%
Doolodes 2 1.26%
Psylo 1 0.63%
jamoka 10 6.29%
Marcus Aseth 1 0.63%
Miguel3D 36 22.64%
defaultsound 0 0%
Chumpy 8 5.03%
RedAppleIvy 7 4.40%
permaGrin 2 1.26%
sgv3dmax 3 1.89%
laughing_bun 5 3.14%
Biruts 2 1.26%
Byren 2 1.26%
b1skit 2 1.26%
Voters: 159. You may not vote on this poll

 
 
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Old 09-12-2009, 04:37 AM   #31 (permalink)
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Miguel3D is my vote, pretty nice details and materials, love the turbine overall!

cheers!
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Old 09-12-2009, 07:03 AM   #32 (permalink)
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Nice entries...I am thinking of putting my turbine in work in progress thread to polish it further.
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Old 09-12-2009, 07:26 AM   #33 (permalink)
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Good idea sgv3dmax, go for it but maybe wait until after the end of the voting.
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Old 09-12-2009, 09:20 AM   #34 (permalink)
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Sure i will wait. It was done in a rush...maybe in two days. I really need to re-work on those textures. Maybe I will bring this into my unreal work in progress i left out a couple of months back. There is a plane crash in that scene. Would be interesting.
http://www.game-artist.net/forums/wo...eal-3-a-6.html
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Old 09-12-2009, 09:26 AM   #35 (permalink)
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Quote:
Originally Posted by sgv3dmax View Post
Nice entries...I am thinking of putting my turbine in work in progress thread to polish it further.
I'll be doing the same thing. My cpu died on me right when I was getting to the fun part I really need to practice painting maps, so I'm right there with ya SVG.

I just have to get the command center up and running first (and to wait for voting to end).
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Old 09-12-2009, 10:42 AM   #36 (permalink)
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Yeah Miguel3D got my vote! best modelling and shader details.

cheers!
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Old 09-12-2009, 02:20 PM   #37 (permalink)
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I seen Miguel3d mesh has some N-gones (with more than 4 edges). I thought it was a problem for game engines.

So my question is : Is it ok to have some n-gones on flat surfaces which aren't animated or is it better if we divide them to quads ?

This is not a crit just a question
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Old 09-12-2009, 02:56 PM   #38 (permalink)
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^^ in my experience if an engine allows it you can do it. Yet, that means the engine will tessellate it for you, which could lead to edges being added in the not of most optimal spots. Then this could hurt, if say you are doing vert lighting.

But I personally would not leave simple breaking a ngon to the comp for the reason I said above. I like to know what my stuff is going to do.
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Old 09-12-2009, 02:58 PM   #39 (permalink)
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ok so it's better to add some edges manually

thx !
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Old 09-12-2009, 03:31 PM   #40 (permalink)
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Adding edges is not strictly needed; editing the n-gon tesselation with "Turn" (in Max) can avoid lightning problems. This is what I do with many planar surfaces, and all game engines I´ve used, support it.
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