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Old 05-09-2010, 11:23 AM   #41 (permalink)
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Quote:
Originally Posted by ridix View Post
By the way do I need to combine all the objects to create a single UV mesh? It is possible to share single UV image by multiple objects right? Once you make it a single object it gets messy you know.
Good work so far, everybody

You can use multiple images, but the total combined texture resolution should be 2048x2048 (or less) to be qualified for submission.
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Last edited by Polygoblin; 06-09-2010 at 11:45 AM. Reason: clarification
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Old 06-09-2010, 10:40 AM   #42 (permalink)
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Some gd entries in here gd luck everyone, only a few hours left, cant wait to see peoples reults!
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Old 06-09-2010, 01:38 PM   #43 (permalink)
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Well, I thought I never finish it. I didn't end out like I originally had planned, but I'm quite satisfied with it anyways
So here it is:
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Old 06-09-2010, 07:09 PM   #44 (permalink)
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here my entry, time was short in the end.
Nevertheless, loved it!

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Old 06-09-2010, 09:26 PM   #45 (permalink)
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This is my entry, i donīt have time today and the unwrap was fastest, i donīt touched so much, i know, that unwrap sucks, but well, what i can do now?



Hope you like it.

Damn School he makes me waste a lot of time.
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Old 06-09-2010, 10:45 PM   #46 (permalink)
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Good News, Guys!

The competition deadline has been extended to September the 12th (23:59 GMT)

If you like, you can polish up your entries, or perhaps finish some things you didn't have time for. Anybody that didn't have time to make the deadline, no need to fret, use these extra days to finish up. Also, let me clarify that your normal map AND your ambient occlusion map are allowed to be 2048x2048.

Now go ahead, feel free to make it sizzle!
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Old 06-09-2010, 11:29 PM   #47 (permalink)
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I agree with this decision. I'd like to see more finished artwork people!
Also I hope this gives other people a chance to join in.

Quote:
Also, let me clarify that your normal map AND your ambient occlusion map are allowed to be 2048x2048.
That was just a coincidense that all my textures are 2048 pixels in total
I wanted to keep my pixel aspect ratio on the two textures more-or-less the same, and I didn't make a normalmap for my bike model.
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Old 07-09-2010, 07:35 AM   #48 (permalink)
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Quote:
Originally Posted by Anwa View Post
Update!! This is more or less what im aiming for.

Man i hope i have time to finish this.
i hope so too you have 6 extra days, take your chance!
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Old 07-09-2010, 02:38 PM   #49 (permalink)
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Yay for extended deadline..I might even find the time to try my idea
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Old 07-09-2010, 06:47 PM   #50 (permalink)
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Hey, guys, i just learned about the extended deadline today, while at work. I was gonna go back to working on the beach vendor much sooner but there's a tube strike in London and it took me absolutely ages to get home by bus!!

Anyway, heres how far i got just before the last deadline,



His dreadlocks aren't finalised yet btw, so ignore them for now.

I'm having some trouble figuring out this whole low poly business, especially when it comes to small details like cloth folds. How much of the low poly detail do you guys model into the low poly, and also, because the folds go in all kinds of crazy directions, how do you guys model that stuff in as well as maintain good topology???

Also i made most of the low poly mesh in Zbrush using the topology tools, but after i exported it out i noticed that a lot of the silhoutte and form is lost because the vertices are what snap to the high res subtool, so now im having to go back into maya to pull out the forms on the low poly! Am I just being lazy or is this the 'natural process' in creating low res meshes based off of higher res models?
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