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Old 17-08-2012, 01:47 AM   #11 (permalink)
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I'll try to take part ! It's been a long time since I got in this mini comp.
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Old 17-08-2012, 10:11 AM   #12 (permalink)
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TheSphinx: It is about realtime art, so no renderings. Any realtime Engine (Marmoset, UDK, Unity, whatever) will do, or a printscreen from your viewport. You can light it however you want.

Credits have to appear on the final image, writing it in your post doesn't count. (Because the image might turn up somewhere else, without the context of the threat, and it should always be clear who did what.)
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Old 17-08-2012, 03:12 PM   #13 (permalink)
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Here's my WIP for this challenge. This is my first time doing one of these, so I'd love to hear comments!

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Old 18-08-2012, 09:39 AM   #14 (permalink)
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Welcome to the challenge and the forum, hollaBack! You have a nice start on your texture. Not much to suggest at the moment, because I assume you will go on from here to fine-tune the spec map anyways. Keep going!
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Old 18-08-2012, 03:18 PM   #15 (permalink)
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@hollaBack: That looks awesome! I'm loving the dirty parts around the damaged areas. My only suggestions would be to throw a little contrast in. For example, you could maybe lighten up and desaturate slightly the side support beams, the door frame, the roof supports, etc. Also, maybe a little more grime towards the bottom with a little color in it (like a green). I really like it so far though! Welcome to the forum
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Old 20-08-2012, 08:28 AM   #16 (permalink)
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Long time was away.
And a good topic to work on.
Will be fun really.
@hollaBack: This is a real good start. Nice. Waiting to see the final one.
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Old 20-08-2012, 11:26 AM   #17 (permalink)
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Piflik: thank you very much for the enlightenment
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Old 20-08-2012, 03:16 PM   #18 (permalink)
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Hi, Im a new user on this site, and was originally told to look here by a friend. I saw this competition and thought, why not eh. I have in total spent about 30 mins on this so far on and off, just quickly trying to get a grip of what I want to do, as im not sure on the style I want to go down. I have submitted a viewport render from max. Any Feedback would be great so far. cheers guys
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Old 20-08-2012, 04:07 PM   #19 (permalink)
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Hello all!
I'm redoing some high poly parts, and I asked myself: could it be allowed to change the low poly's smoothing groups (without altering the geometry of course) to fit better to a personal homemade workflow?

@ hollaBack and TheSphinx It's a nice start, I think you could both add some color variations in the wood parts (ie.: Wood Texture for Plank - Polycount Forum and Polycount Forum - View Single Post - Hand-painted Wells ).
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Old 20-08-2012, 04:14 PM   #20 (permalink)
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Quote:
Originally Posted by Leyto View Post
... could it be allowed to change the low poly's smoothing groups (without altering the geometry of course) to fit better to a personal homemade workflow?
Yes, artists are permitted to change the smoothing groups if you like.

A few more days left, so use the rest of this time wisely everybody!
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