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Old 17-05-2009, 09:40 AM   #1 (permalink)
Adam Fransson
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STC #41 - May 17 - May 24 -Sledgehammer





Note: The UV's have a ratio of 2:1, meaning your maps width
should be the double of it's height. ie. 1024x512px.

It is recommended that you bake normals for this challenge,
or your entry will suffer from minor smoothing-errors.

.
Attached Files
File Type: rar STC_41_Sledgehammer.rar (25.3 KB, 170 views)

Last edited by Tiros; 19-05-2009 at 06:53 AM.
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Old 17-05-2009, 09:47 AM   #2 (permalink)
Adam Fransson
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Deffo gonna join this one myself, mwuhaha
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Old 17-05-2009, 10:07 AM   #3 (permalink)
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haha awesome Tiros! can't wait to try this one out!
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Old 17-05-2009, 03:38 PM   #4 (permalink)
Adam Fransson
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pow!





Damn this one was a lot of fun, and got some good practice for texturing on lower sizes, which is quite needed atm. And, well, I'm actually not supposed to tell, but this is what the banhammer of GA looks like -.o

Cheers!
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Old 17-05-2009, 04:32 PM   #5 (permalink)
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Tiros, that came out excellent!

Here's mine, I don't know what I was aiming for in terms of design(probably should have looked at a reference), but it came out alright. Baked the normals from a high poly which I just added the little sphere things to, same with AO.


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Old 17-05-2009, 05:56 PM   #6 (permalink)
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*Removed*

Last edited by docdolittle; 21-05-2009 at 09:44 AM.
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Old 17-05-2009, 06:03 PM   #7 (permalink)
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cant download the model. open up the winrar file and only get text. any suggestions? need max file.
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Old 17-05-2009, 06:09 PM   #8 (permalink)
Adam Fransson
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CYoung: aye, following a reference might be a good idea, or atleast determining kind of what it's supposed to look like before you start, it'll help a lot

docdolittle: Hmm, what application and material/shader did you use to get that screengrab? I can tell instantly that your normals are not active, cause if they were, then it'd look something like this



So you might want to look into normals a bit more. The specular also isn't active I think, but since it's mostly black, it'd wouldn't make much of a difference. Mine was kinda rushed and sloppy, being almost completely white, but if ou have a look in the specular/normals link in my sig, you could prolly get some useful pointers

And then for the metal, it's not bad really, but try to keep it clean, right now there's quite a lot of rough detail in there. My metal were pretty much just a plain colour with AO and some very weak bump in the normals until the very end, where I added some details.

Cheers!

Holidaybb: It's an .obj file, you import it from max through File>Import, selecting the Sledgehammer_Max.obj file, and hitting open.

Last edited by Tiros; 17-05-2009 at 06:12 PM.
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Old 17-05-2009, 07:04 PM   #9 (permalink)
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Hey Tiros, It's actually in the unreal engine :P Normal is plugged in and there are lights around it. The spec wasn't that great but thanks for the C&C, I really need to improve

Last edited by docdolittle; 17-05-2009 at 07:57 PM.
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Old 17-05-2009, 07:35 PM   #10 (permalink)
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Holiday's Sledge Hammer

Here's my hammer. 90 mintues. Please offer tips
Attached Images
File Type: jpg Hammer Model Sheet.jpg (920.9 KB, 159 views)
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