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#231 (permalink) |
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Senior Artist
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Hehe, no problem, that's for the CC, I'll keep working on them, and the reason why it's so specular up top is because the light source is very close, I wanted to show how the texture looks from very bright to very dark. the texturing on your model is a lot better, and the wheel is round now
, maybe now it just needs some rivvets and screws? I can't see how it's all held together, unless it's ultra-clean welding.Here's another couple of textures. TEXTURE5 TEXTURE6 Aaron. EDIT: Added another Last edited by Pankake; 11-22-2006 at 02:38 PM. |
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#232 (permalink) |
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Senior Artist
![]() 279
- 15
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For school I'm working on a male characte, actually this was supposed to be just a placeholder, but since I havent made a character in over a year, I was a bit enthousiastic :P
![]() I can really use comments on this, especially on the chest area, the muscle flow seems flawed there. Topology is hard ![]() 512 faces ![]() Last edited by Schuey; 11-23-2006 at 07:15 AM. |
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#235 (permalink) |
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Senior Artist
![]() 279
- 15
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damnit, im having some serious issues with rigging this guy. Im using an IK handle for the legs for example, and if i try to bend the knee, the knee rotates outwards
Now someone mentioned something about vector poles as constraints, and I saw them in use, but I cant find how to create them anywhere![]() |
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#238 (permalink) |
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Freelancer
![]() 96
- 8
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Having nothing do do earlier today I desided to keep practicing normal mapping, never really tried it till a few weeks ago.
So I broke out an old highpoly mesh I made ages ago and made a quick 5 minute lowpoly mesh to try to normal map. Lowpoly sits at 164polys ![]() I'd really need to put some more detail into the lowpoly to make it look good though but it's still a more or less sucessfull test. |
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