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Old 14-08-2009, 08:16 AM   #11 (permalink)
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Very nice, will really come to life when you add the specular map. All that gnarly metal and twiddley bits, great stuff.
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Old 14-08-2009, 09:44 PM   #12 (permalink)
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Thanks for the comments! Yeh, the colours give a bit of an early FF vibe to me, probably 2/3.
Anyways, have almost finished this now. Had to downsize my textures, which made me cry a little. Here it is rendered in CryEngine 2. C+C welcome.

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Old 15-08-2009, 03:06 PM   #13 (permalink)
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I know you've already submitted but if you had mirrored some of the parts you'd get a bit more out of the texture. Also the inner bits could take up less space because they won't be seen much. ATM it looks a little bit blurry. As for the overall design I think it's great piece with a nice style to it. well done.
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Old 15-08-2009, 04:36 PM   #14 (permalink)
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I mirrored all the parts I could, without adding more edges to the topology. But you're right, I should have downsized the UV shells for the inside of the unit (which I realised midway through texturing, when it was too late).

Oh well though, at least I can learn from my mistakes for next time.

Thank you, and good luck in the competition btw.

***My piece has indeed been finished and submitted***
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Old 18-08-2009, 07:54 PM   #15 (permalink)
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Glenatron

I love your entry =) Give's me a Final fantasy feeling. Would have voted for ya if i could.
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Old 18-08-2009, 09:14 PM   #16 (permalink)
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Well, except from what's been said. I think the normal could've come out a little bit better and less 'directional' if you had beveled some of the shapes a bit more.

I also still don't understand why you kept your highpoly so lowpoly that you got jaggedy (instead of smooth) lines on some of the details, take the details on the bottom drawer for example, since it's lowres one can barely catch the edges, but with an improved distribution of the uv-map it'd have looked a bit iffy.

I had really high expectations of this one at first, especially as I love art deco. It pains me to say though, that the above points + texture resolution and material definition really let it down for me

As for the part with the material definition.. You need to experiment with the balance between the specular and the diffuse to achieve a more realistic look of the bronze/brass/gold. Take this simple brass material I created out of a standard max material for example.. all you need is the right colours, and add a reflection ontop of that (If you want/can spare some extra performance), and you're set.



Mine doesn't have any reflections here though as you can see.

Gj nevertheless!
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