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Old 10-09-2010, 10:18 PM   #61 (permalink)
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Since the deadline was extended I decided to put something together. Here's some screen grabs of the low poly. It sits at just over 6,400 Tris (I was going to try to use the extra 600 but I'm a bit busy this weekend). I have a high poly as well and just finished unwrapping so I should be able to get the baking done tomorrow



Last edited by dermaeher88; 10-09-2010 at 10:25 PM.
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Old 12-09-2010, 06:28 AM   #62 (permalink)
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Final:

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Old 12-09-2010, 07:41 AM   #63 (permalink)
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Quote:
Originally Posted by Anwa View Post
Both methods work, but the former works and looks better than the latter to me but how did the two guys that forced their UV's into squares/rectangles get them to look so amazing! Its like there's no stretching whatsoever.
Rectanglular uvs are a lot trickier to get nice looking and are usually used when you want to swap stuff around. Like swapping a trouser texture for something else for example when you upgrade your armor in a game. It can also make texture painting a bit easier but I say go with what you feel like. You don't have to worry about which is correct until someone pays you to do it
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Old 12-09-2010, 05:55 PM   #64 (permalink)
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Smile

Hey, this is my final submission...good luck everyone!


Last edited by Minsk; 12-09-2010 at 06:12 PM.
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Old 13-09-2010, 12:31 AM   #65 (permalink)
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I know it's late, time differences suck. Also, I didn't do a normal map as it would mostly come from textures. There was more I wanted to add, but the poly limit didn't allow for it. Cool if it isn't accepted, but it was a fun attempt.

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Old 13-09-2010, 12:46 AM   #66 (permalink)
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The voting thread is up!


Great job, everybody. Now let's decide a winner
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