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Old 11-23-2008, 12:48 PM   #1 (permalink)
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STC #29 - November 23 - November 30 - Back Alley



Make sure you have read and understood the rules & submission guidelines before entering the challenge.

.

Note: You might have to check the face normals and the smoothing groups if you're using the OBJ file...
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File Type: rar STC_29_BackAlley.rar (26.2 KB, 114 views)
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Old 11-23-2008, 12:57 PM   #2 (permalink)
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Cool theme, I'll see if I have time. I might be doing the Boss Monster Competition, so yeah, :S.

I wonder if there's a prostitute included in the model?
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Old 11-23-2008, 01:46 PM   #3 (permalink)
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Quote:
Originally Posted by barneyslayer View Post
I wonder if there's a prostitute included in the model?

Ha!

euh, no, there isn't...
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Old 11-23-2008, 04:37 PM   #4 (permalink)
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this loooks FUUUUUUUUN. okay i'm going to get started on it soon -
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Old 11-23-2008, 04:55 PM   #5 (permalink)
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Damn, this looks awesome!

I just hope kYo doesn't enter :P
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Old 11-23-2008, 06:13 PM   #6 (permalink)
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phew - finished


Maps at 25% (Original maps 2048x2048)

usual collection of cgtextures, my own and google images composed and overlayed until it looked sweet. specular is just hue/saturation change + levels + brightness contrast + layer opacity changes. i could have made the pipe normals better but i ran out of time

(i will upload the maps for you soon - dont gimme hell because i dont have them up now)
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File Type: jpg sampson backalley final.jpg (186.8 KB, 726 views)
File Type: jpg sampson texture maps.jpg (209.4 KB, 86 views)
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Last edited by sampson; 11-24-2008 at 02:01 AM.
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Old 11-23-2008, 08:31 PM   #7 (permalink)
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Dude Sampson, do you always finish first? xD

But I like your entry, I'll be waiting for the maps though.
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Old 11-23-2008, 08:42 PM   #8 (permalink)
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finsish first in posting - or the votes lol

they'll be up soon.
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Old 11-23-2008, 09:13 PM   #9 (permalink)
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Textures from CGtextures and own collection. Blocked out the parts first. Then started working on details, wanted a rainy environment with some growth of moss / algae. Quickly pulled the diffuse through the Nvidea normal filter, it gave an ok result. No time for spec map. Using Doylle's Viewport shader, somehow the spec is quite high if there's none used so that worked out in favour of the wet feel to it.



maps:
Diffuse
Normal
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Old 11-23-2008, 11:44 PM   #10 (permalink)
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Cg textures, levels, etc.
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