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Old 06-30-2008, 02:32 PM   #1 (permalink)
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Competition #14 - Kaskad



I think it's pretty self-explanatory, but if not, that's dynamite.

Modeling starts now, if I like how it feels in 3d then I'll run with this design.
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Old 06-30-2008, 03:52 PM   #2 (permalink)
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Lol, clever clever ;P
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Old 06-30-2008, 03:59 PM   #3 (permalink)
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TERMINITE! Brilliant!
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Old 06-30-2008, 04:26 PM   #4 (permalink)
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Hahahaha, I truely lolled for a sec. You got a neat concept and name, curious to see what will come from it

good luck
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Old 06-30-2008, 04:43 PM   #5 (permalink)
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Sitting pretty at 976 tris, and I gotta say I like where it's going

e/ Also, all of those planes are actually made as two planes facing opposite directions but occupying the same space. I'm not cheating by rendering double sided.
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Old 06-30-2008, 05:37 PM   #6 (permalink)
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Oh my god it's quite cute! Looks really funny. Man I see this ingame in a funny cartoon shooter already.
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Old 06-30-2008, 07:57 PM   #7 (permalink)
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Gotta love having an abundance of free time



Downsized map:



By the way the colors on the map and the render don't match up, I had to re-render the maps afterwards and the colors changed. The map is up to date, the render isn't. What this means is that the seams actually are placed intelligently.

Will tackle the texture tomorrow, got some homework to do atm.
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Old 06-30-2008, 08:23 PM   #8 (permalink)
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Hi Kaskad.
I'm not entirely up to date on etiquette standards on this forum, so forgive me if this post is unwanted. I want to help out by giving you a few pointers with this model

Your uvmap and tricount can benefit from merging the band that holds the weapon in place with the body and letting the texture map define the edge lip.

For the weapon cylinders it looks like you've modeled all 8 sides. Instead, you can push them closer and merge sides, which will give you 16 extra triangles without any noticable difference in the mesh.

Check the division contrast for the legs. Now it's something like 8x2. If you balance that out you can get limbs that are smoother lengthwise and a more consistent level of detail.

Between the barrel of the mouth and the eye sphere you can reduce from 2 to 1 segment with no real visual difference.

I'm sure if you do these things and do a search for other areas to optimize you can end up with a significantly smoother result.
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Old 06-30-2008, 08:33 PM   #9 (permalink)
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Quote:
Originally Posted by SeanPerna View Post
I'm not entirely up to date on etiquette standards on this forum, so forgive me if this post is unwanted.
Here you go Nothing wrong with your post.
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