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Old 11-22-2006, 01:41 PM   #231 (permalink)
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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
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Last edited by Pankake; 11-22-2006 at 02:38 PM.
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Old 11-23-2006, 07:03 AM   #232 (permalink)
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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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Old 11-23-2006, 11:56 AM   #233 (permalink)
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Pankake: ugh, is there anyway you can render those without that terrible glowing grid? It draws the eye completely away from your work. Also, spec maps should be colored unless you're working with some ancient tech.
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Old 11-23-2006, 12:03 PM   #234 (permalink)
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Ancient tech it is, spec hasto be in the alpha of the diffuse which means greyscale only and you input color values in the materials script file, I can get rid of the grid, I didn't know you were horrified by such things :P.
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Old 11-23-2006, 02:11 PM   #235 (permalink)
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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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Old 11-24-2006, 01:37 AM   #236 (permalink)
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IIRC you need to bend the knee a little bit for the IKHandle to know which way to bend, apparently youve bended it a little bit outwards Im not sure tho so dont shoot me if im wrong
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Old 11-24-2006, 02:26 AM   #237 (permalink)
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When setting up the joints I already kept that in mind, it should be something with a pole vector, i only like to know how to create and use thosr thingies.
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Old 11-24-2006, 07:52 AM   #238 (permalink)
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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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Old 11-24-2006, 09:43 AM   #239 (permalink)
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The wheel looks good but why did you use that extra row of edges?
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Old 11-24-2006, 02:57 PM   #240 (permalink)
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That extra row of edges in the center is just used to push the rim in slightly compared to the tirewall.
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