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Old 14-09-2007, 01:19 PM   2 links from elsewhere to this Post. Click to view. #1 (permalink)
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Making Of: The Giant

heres a quick overview of my Giant modelI got a few emails asking me various questions about the whole process, this should cover everything.....


Last edited by requiem2d; 27-09-2007 at 06:08 PM.
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Old 14-09-2007, 01:29 PM   #2 (permalink)
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that's a pretty nice write up so far from what i've read and i've learned a bit from it already so i'm eager to finish it off!
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Old 14-09-2007, 02:14 PM   #3 (permalink)
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Wow, nice article. I'll have to go back later and read it in more detail. Is there a PDF of this?
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Old 14-09-2007, 03:07 PM   #4 (permalink)
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Really good and inspiriting article!
Makes me want to try making something organic for once!
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Old 14-09-2007, 03:30 PM   #5 (permalink)
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Awsome, I always wanted to know how you texture. I have seen people bake the lighting off their high poly mesh like that befor and its a really nice way of getting the base lighting down but just looks great when combined with the normal map like that.
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Old 14-09-2007, 03:35 PM   #6 (permalink)
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Well written and informative stuff, dude. Nice one
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Old 14-09-2007, 07:37 PM   #7 (permalink)
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That was an awesome read, thanks for that Ben.
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Old 15-09-2007, 02:43 AM   #8 (permalink)
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Very interesting stuff, thank you very much!
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Old 15-09-2007, 04:27 AM   #9 (permalink)
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That was a great read ben!
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Old 16-09-2007, 02:58 PM   #10 (permalink)
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Don't forget to set the low poly mesh to a left-handed tangent space coordinate system before calculating the normal map(s), or else the normal map results will be inversed once in UE3 The paint daub filter tip was a good one! :P
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