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Old 06-01-2010, 09:56 AM   #1 (permalink)
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low-poly w.i.p. thread...

hello frndz,

my name is atul katdare, im new on this site, checked a lot of gr8 stuff here..quite helpful n inspiring..
got to learn a lot frm others workz, w.i.p's, expert's suggestions n advices,

here im posting sum ov my recent low-poly works, also planning 2 post my upcuming projects 2 hv ur comment n critix..dat will surely help me 2 improve my work..in fact this will b da best tutorial or a best course i had never had in my school..thnx

regards~atul k.
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Old 06-01-2010, 10:03 AM   #2 (permalink)
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'old farm house'

this is my very 1st low poly work, actually got inspired frm a nice tutorial on 'Creating a Next-Gen Environment Setting' by Daniel Vijoi on skymedias. here is da link:
Skymedias - Blog Content
this tutorial is too helpful for beginers, just tried to follow it with bit ov changes...













project: old farm house
[view port screenshots]
software used: 3ds max 2010
textures: 1024, photoshop cs3
completion time: 4 to 6 days approx..

*still bit unfinished, few objects r nt yet textured...

plz make comments n critix, by dat way i can improve my work further...
thnx in advance,
atul k.

Last edited by atulkatdare; 06-01-2010 at 10:09 AM.
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Old 06-01-2010, 10:14 AM   #3 (permalink)
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the model of the building seams good i'd look into the area where the brick and render work meets as thier should be a hard edge there thats slightly raised. also the brick work texture needs some work to make it more tileable theres a very obvious seam on the corner where the stairs are.
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Old 06-01-2010, 09:53 PM   #4 (permalink)
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Quote:
Originally Posted by stocko2k View Post
the model of the building seams good i'd look into the area where the brick and render work meets as thier should be a hard edge there thats slightly raised. also the brick work texture needs some work to make it more tileable theres a very obvious seam on the corner where the stairs are.
thanks 4 pointing it out, i actually had 2 face lot of difficulties while unwrapping the model...due to which seams are visible on sum of da areas, i'LL take care of it nxt time...thnx,
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Old 07-01-2010, 12:17 PM   #5 (permalink)
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'old shopping centre'

this was the next project i worked on to play wid DirectX shader, did nt spend much time on modeling da building but tried to make it look real wid textures n maps...





project: old shopping centre
[view port screenshots]
software used: 3ds max 2010
textures: 1024, photoshop cs3
completion time: 4 to 5 days approx..

*still bit unfinished, few objects r nt yet textured...left it in progress n started wid new project 'city mall' bt i'LL surely finish it soon...

plz make comments n critix, by dat way i can improve my work further...
thnx in advance,
atul k.

links attached:
http://i48.tinypic.com/2uz5nbo.jpg
http://i49.tinypic.com/287ktad.jpg
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Last edited by atulkatdare; 07-01-2010 at 12:21 PM.
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Old 07-01-2010, 03:41 PM   #6 (permalink)
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nice model would work in almost any engine again i would look at the texture at the top portion of the building the windows you can see what looks like the top of a set of windows at the bottom of the texture. maybe scale the windows up a bit.
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Old 07-01-2010, 11:15 PM   #7 (permalink)
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Quote:
Originally Posted by stocko2k View Post
nice model would work in almost any engine again i would look at the texture at the top portion of the building the windows you can see what looks like the top of a set of windows at the bottom of the texture. maybe scale the windows up a bit.
thnx frnd, i got ur point...i think dis problem has arrised due to sum mistakes in painting narmal map in photoshop, i hv actually painted height map n used nvedia plugin to create normal map...but did sum mistakes in height map n therefor in normal map....i"LL correct it soon...thnx
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Old 09-01-2010, 08:20 AM   #8 (permalink)
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1960 Ferrari 250 GT SWB Berlinetta

worked on a low-poly car for a low-poly challenge on 3dm3..
here are sum screenshots of 1960 Ferrari 250 GT SWB Berlinetta:


http://i49.tinypic.com/2a9azkg.jpg


http://i49.tinypic.com/35ls2uv.jpg


http://i46.tinypic.com/r888jr.jpg


http://i49.tinypic.com/2ec1xe8.jpg

software used: 3ds max 2010
time consumed: 15 hrs. approx
poly limit: 2500 polys
current count: 1810

plz comment on wire...dat will help,
regards~atul k.
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Old 09-01-2010, 08:21 AM   #9 (permalink)
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here are sum textured versions i hv posted 4 da competition earlier,


http://i50.tinypic.com/2i8bsx2.jpg


http://i46.tinypic.com/oa2pgl.jpg


http://i46.tinypic.com/2m5ne5d.jpg

still working hard on shader as had lot ov difficulties using DirectX shader,
[can any1 plz post sum tuts or tips on dealing wid DirctX shader...thnx]
comments n critix r alwayz welcum...
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Old 09-01-2010, 09:03 AM   #10 (permalink)
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Please type out your damn words, this is an internet forum, not a collection of impatient text messages.

Secondly, your models are not "bad", they could use some work here and there, but mainly you can learn that by looking at other models on forums and what not.

Where you need to put in a lot of effort is your texturing. It is painfully obvious that you just smacked together a lot of images untill the result somewhat resembled the real thing.

Try go watching some tutorials, and look more into the detail and finesse rather than just smacking something together..

Good luck mate.
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