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Old 07-25-2007, 07:01 PM   #1331 (permalink)
Anime freak
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Quote:
Originally Posted by Mist View Post
actually it depends. Some times you can see them and other times you can REALLY see them. After drinking some alcohol they were really promenent once. I'd say leave them like it is, it looks really good!
I would agree they look very realistic and the I think seeing them that well has something to do with low or high blood iron levels.
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Old 07-26-2007, 04:02 AM   #1332 (permalink)
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finished, I guess.

You guys are awesome . Lots of good work. I wish I had the time to criticise more .

Here is the asked wireframe, but I don't think I'll change anything. At least, next time I do a head, I'll put more polys on the nose, and less on the ear (if you still say so, Talon).

The only thing I would dare to change is the presentation, because I have to build a whole new portfolio (website) for friday. BTW, in case some of you try the 3DPR.com DNS, it's still on the approval process, but it should work soon .







Attached Images
File Type: jpg Face---Low-res.jpg (55.1 KB, 281 views)
File Type: jpg Face---3-shots.jpg (46.3 KB, 279 views)
File Type: jpg Face---Map.jpg (65.8 KB, 278 views)
File Type: jpg Face---Hi-res.jpg (43.5 KB, 276 views)
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Last edited by Rawk777; 07-26-2007 at 04:07 AM.
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Old 07-26-2007, 07:52 AM   #1333 (permalink)
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Some jungle props im working on (poly amount will probably be reduced more).
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Old 07-26-2007, 10:14 AM   #1334 (permalink)
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Thanks for the feedback!

About those hands... yeah they are totally phototextured. In fact we had to shoot over 100 photos of my hand and then revise it in photoshop using mainly clone tool. 4 512x512 texturemaps for fingers, palm, jacket and watch. Veins deleted in editing stage from pics and added in the end to the final texture to increase the atmosphere of horror game. The veins are based on my vascularity, although we wanted to go little extreme on that. Maybe too much. We have to figured that out, but thanks for the suggestion!
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Old 07-26-2007, 10:36 AM   #1335 (permalink)
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Thanks for the comments!

@monkey: yeah i sharpened the texture on that door..

Teddy, lookin nice! Are you the same Teddy that worked on Insurgency for a little while?
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Old 07-26-2007, 11:29 AM   #1336 (permalink)
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spydrone


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Old 07-27-2007, 02:33 AM   #1337 (permalink)
Senior Artist
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Going back to basic. Guns is where I started (like many)

Frommer Stop 7.65mm (unique cartridge. No modern ammo works)
Uses "long recoil" which means that bolt and barrel recoil locked together (middle model). When both pieces stop, the bolt locks and the barrel travels back. On the way back, the empty shell is ejected. When it hits home (far right model), it unlocks the bolt that then travels forward and loads a new cartridge into the chamber.

Polycount is 1410



I'm wondering what I should do with my spare 90 tris (1500 limit). Either add a cartridge to the magazine (that is currently empty) or add more detail to the internals or just smooth out things that I didn't give much priority (magazine, grip saftey, trigger etc).. or possibly add neglected detail such as a hoop at the bottom of the grip safety.

Gonna make high poly normals. Probably not for the whole model (too hard for me at this point D: ), just for detail on flat surfaces such as the handle and the grooves on the bolt.

edit: Oh and I haven't quite optimized it or removed useless verts yet, so I probably have more than 100 at my disposal.

Last edited by Flakk; 07-27-2007 at 04:17 AM.
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Old 07-27-2007, 10:56 AM   #1338 (permalink)
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Didn't post here in a while... people might think I'm not doing anything :P
Well... I had a lot of fun today modeling the clock tower for the speed modeling that I decided to quickly optimize it, unwrap it and start a texture Right now there are just some photo refs on top of each other with minor ajustments... looking for the overall look but I plan to go into a lot of detail with it.
Triangle count is 1718 and the texture will be 512 (right now it's 1024... looking to see if I really need it this big)

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Old 07-27-2007, 06:36 PM   #1339 (permalink)
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Quote:
Originally Posted by nooba View Post
Teddy, lookin nice! Are you the same Teddy that worked on Insurgency for a little while?
Thanks

Nope, not me. must be an evil fake!
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Old 07-28-2007, 12:18 AM   #1340 (permalink)
Pixel. Vertex+
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That would look good in a skybox or a rts andrei nice work!
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