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Old 11-01-2013, 11:36 PM   #21 (permalink)
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As long as your three assets do not exceed 2400 triangles, you are in the clear. Feel free to break up the distribution however you want
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Old 12-01-2013, 05:40 AM   #22 (permalink)
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@Leyto - Nice start, I'm looking forward to how this turns out

@Isunoj - Nice clean model there, but you got so many more polys that you can use to make it less repetitive

@tonyd927 - Creating a low poly model and UVs for the garbage can should be pretty simple - shaping a cylinder with plenty of sides around the high res version should be enough I reckon, maybe use an alpha map for the top part of garbage can?
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Old 12-01-2013, 08:43 AM   #23 (permalink)
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Quote:
Originally Posted by Ibrahim View Post
@Leyto - Nice start, I'm looking forward to how this turns out

@Isunoj - Nice clean model there, but you got so many more polys that you can use to make it less repetitive

@tonyd927 - Creating a low poly model and UVs for the garbage can should be pretty simple - shaping a cylinder with plenty of sides around the high res version should be enough I reckon, maybe use an alpha map for the top part of garbage can?
Thank you! I actually figured it out, removing turbo smooth and all of the supporting edges cut the ploys down
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Old 12-01-2013, 12:19 PM   #24 (permalink)
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Another update - I think I'm sticking with this kind of sci-fi themed street.




High res version


Any crits?
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Old 12-01-2013, 03:27 PM   #25 (permalink)
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Cool stuff.

Isunoj: Looks good. I am sure you could make some more parts to break up the repetitiveness

Ibrahim: Wow, this is looking sweet. Nice to see you around again. Keep it up.
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Old 14-01-2013, 10:47 AM   #26 (permalink)
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Thanks to everyone for their comments. 'll Still detailing the models.
@Ibrahim - Very good work. I can not wait to see the final result. Good luck
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Old 14-01-2013, 04:10 PM   #27 (permalink)
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@Ibrahim: I love the futuristic look of your lamps
@Isunoj: It's a solid start, what architecture period/geography do you aim? American city?
@tonyd927: Looking at your model, I expect a floor, or maybe a flying bus, I don't know :P

A little update, a bit desultory, the building part is always a shanty house, there is a metal barrel too, with something burning in it, and then I decided to replace the washing line by a hand-made rain recuperator (plastic bottles tied by tape)...


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Old 15-01-2013, 02:32 PM   #28 (permalink)
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Are we allowed to use emissive/self-illumination maps? Or is it strictly normal, opacity and AO?
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Old 15-01-2013, 10:12 PM   #29 (permalink)
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@Ibrahim - Hmmm, good question. Due to the nature of this modeling challenge, we will NOT allow glow/emissive/self-illumination maps. We will allow that for the texturing competition (that will follow this competition).
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Old 16-01-2013, 08:09 AM   #30 (permalink)
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I'm a little late, but I'm going to be joining in. It's been awhile!
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