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Old 18-01-2010, 03:07 AM   #21 (permalink)
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Great looking model man, I wouldn't want to be in its sights. Lookin forward to seeing your bake..

I'd love to see some wireframes if u would be so kind..
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Old 18-01-2010, 03:09 AM   #22 (permalink)
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I did add a couple pieces of plating onto the arm section since I posted. I never noticed the leg section, I think adding some rivets would work. Thanks.
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Old 18-01-2010, 03:11 AM   #23 (permalink)
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Quote:
Originally Posted by papertesseract View Post
That's really incredible. Did you model the chamfered edges or was it done during rendering?
I modeled pretty much every edge and angle with a close loop on each side. In these renders, I just smoothed the normals, and you can't tell from a distance. For the bake, I'll run a couple smooth operations so they are perfectly smooth for the normal map.
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Old 18-01-2010, 03:15 AM   #24 (permalink)
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Quote:
Originally Posted by beartraps View Post
Great looking model man, I wouldn't want to be in its sights. Lookin forward to seeing your bake..

I'd love to see some wireframes if u would be so kind..
I don't see much point in a wireframe at this point since its so dense thats you can't really make out much. It's about 1.4 million tris unsmoothed. I'll post up the low poly wires once they are completed though.
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Old 24-01-2010, 12:11 AM   #25 (permalink)
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Finished the low poly and temporary uvs. It clocks it at 18k tris, which is pretty expensive, but most of that is due to the design, so I'm willing to live with it. One of the most expensive areas was the perforated barrels, but I felt it was important enough to have modeled holes because the high poly bake looked awesome on it and it really helped define the look of the model.

Next step is uv layout, mudbox sculpted details, and the high poly bake. I haven't nailed down the texture size yet, I'm hoping to get it all onto a 2k. It has a lot of unique shells that can't be overlapped, but it also has a lot of pieces that are duplicated around the model, so I'm hoping it will work out pretty well.




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Old 02-02-2010, 07:59 PM   #26 (permalink)
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Finished the normal map and AO today. Brought it into Marmoset as well as UDK to verify and everything looked great, so it's onto texturing.

Rendered in Marmoset with AO in the Diffuse and normal mapped.


AO


Normal Map
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Old 07-02-2010, 08:36 AM   #27 (permalink)
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He he, awsome.

My only comment would have been the extra tris for the barrel holes. You already wrote you thought it was worth the detail though. You are going to have loads of fun with the diffuse. Look forward to seeing that.

Cheers
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Old 08-02-2010, 09:13 PM   #28 (permalink)
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Almost finished with the textures. I've got it almost to where I want it, but theres still some small stuff left to do, and a couple areas I'm not 100% happy with. I wanted to get some critiques before I did the final polish pass, so any and all feedback is appreciated.

Only significant thing that is left out is that I'll probably do either a fake environment texture, or an environment shader for the telescope lens. Anything else is fair game.

This is rendered using Marmoset.


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Old 08-02-2010, 09:59 PM   #29 (permalink)
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Awesome.

Orks like red and the black and white checkered stripe a lot.
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