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Old 17-04-2009, 05:22 PM   #81 (permalink)
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Love your sci-fi ish door, and the assets are nice too, I also like the bomb coming out of the grass, but like someone else said the rock on the upper left hand corner has kind of sharp edges. Great stuff overall!
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Old 29-04-2009, 02:20 PM   #82 (permalink)
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Just made a misstake continuing to the next page in order to see what was written and all my text was gone. So I'm gonna be quick here

Baida: Thanks, I spent quite a lot of time on it. Havn't gotten as much time to work with it as I wished, and it's also been quite heavy from time to time, so it's taken a while, not quite sure how long actually.

Kaskad: I'm going to model in the blocks and the rough parts, not the things which can be easily normalmapped though. So, going to keep it as optimized as possible while still getting some depth into it.

Xoliul: Thanks man, you're right. And Glynn surely made me realise that

Jesi: Well, it's actually a wall, but thanks

As for the rock, indeed. It's a bit blocky, just so people don't get the wrong idéa though, I were actually intending for it to look like a roughly cut out block rather than a random round stone just lying around. But it could use some improvement I guess.

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Anyway, before I forget, here's an update, it's about done, just going to do some minor tweaks and such



Trying to figure out the best way of showing it off too.. not quite sure about it yet.
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Old 29-04-2009, 03:13 PM   #83 (permalink)
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can u post the wires for it?
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Old 29-04-2009, 03:24 PM   #84 (permalink)
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Seems the last save made the file corrupt, so part of the progrss is gone

Luckily though, 3ds max always saves backups, so I could just load the last backup it saved and there's not much that has to be redone. I won't do it before showing the wires though.



So here's them wires, doubt you'll be able to make much sense out of seeing them though.
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Old 30-04-2009, 12:10 AM   #85 (permalink)
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Impressive work so far man, nice to see you still working on this

Your sub-d modeling is still a bit sloppy here and there though. Especially on the big chunks you can see the wires go all over. But that's nothing that can't be fixed. having a good good design is allot more important.

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Last edited by doylle; 30-04-2009 at 05:52 AM.
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Old 30-04-2009, 12:15 AM   #86 (permalink)
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That's looking sweet, can't wait to see it textured up. You going to expand on this? An environment perhaps? .
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Old 30-04-2009, 01:39 AM   #87 (permalink)
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I am a bit curious as to how you created the "mesh" on the pipes/tubes. Individual splines with sweep modifier or something?

Care to share your method? :P if not, I 100% understand
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Old 30-04-2009, 02:00 AM   #88 (permalink)
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Quote:
Originally Posted by Tiros View Post
Seems the last save made the file corrupt, so part of the progrss is gone

Luckily though, 3ds max always saves backups, so I could just load the last backup it saved and there's not much that has to be redone.
Arghh, I hate that. And hence I keep 30 auto-backups with an interval of 2 minutes.

As for your model, nice details.
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Old 30-04-2009, 02:46 AM   #89 (permalink)
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Hi Tiros,

Really nice Hi poly model, great to see it progress too. Kevin Johnstones stuff is so inspiring and this is one of my fav assets from UT3, keep up the great work, you might even encourge me to give it a go some day.

cheers
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Old 30-04-2009, 03:50 AM   #90 (permalink)
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very nice modeling. Its detailed but looks organised and well thought out

The wire webbing on the pipes is a nice touch too
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