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Old 06-08-2008, 03:32 PM   #991 (permalink)
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Darnit Glynn you're too freakin good at counting polies. You're right its 3k.

Yeah Chris its the HP for the LP which should be around 12k, so I'm trying to get as much detail as I can in so that the normal map will be justified. Altho I think the 12k will be mostly taken up in wires, wheels and treads.

James, max is still cool with me. I love all programs the same. I am unbiased. ( I am saying this to not cause strife with my friends.) :P

I do enjoy modo tho, although honestly the modeling is not that much different. Mainly use if for modeling because I don't enjoy exporting stuff in order to unwrap and texture...seems to always screw itself up on me.


Addi, that looks like a good start there for the wall. Now it just needs smaller scale details to break up the larger variations....just needs to get sharper and more defined
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Old 06-08-2008, 11:28 PM   #992 (permalink)
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working on my glock but I just dont know how to add texture
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Old 07-08-2008, 10:47 AM   #993 (permalink)
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A little environment scene I'm currently working on. The trees are from 3ds max and are just placeholders, the dog and human models are zbrush base models and just there to get the scaling right. Everything very wip and all objects are randomly placed. I'm not very happy with the camera angle so I'll probably change that.



a different angle:


Some textured props.
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Old 07-08-2008, 11:31 AM   #994 (permalink)
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Nice work BJA, the props look good. Has an Assasins Creed feel to it.
And retardedmonkey that is awesome, I always love big detailed machinery. You making that for a game or mod?
Oh and on modelling in Modo; a friend has to use it at his job now, he says he prefers Max; he described the proces of moving and editing verts as quite tedious. Something with having to reselect the move tool each time you select something else ? Same gripe I had with Maya last week: tweaking verts has to happen in two clicks instead of one single clickdrag like in Max.

Here's what I'm onto when I can spare some time off my obligatory programming:

Drift drift baby
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Old 07-08-2008, 11:52 AM   #995 (permalink)
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Sweet ride Xoliul

I got distracted today and made a dirty looking wall texture. My current project has so many clean walls that it gets pretty boring to look at.



The render killed the colours, viewport shader worked much better
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Old 07-08-2008, 12:51 PM   #996 (permalink)
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Xoliul nice car

Yeah I thought the same thing about modo when I first used it. But now that I've been using it for a few projects the changing of tools is just natural and really doesn't mess up my workflow at all. It's just a matter of using hotkeys...so I don't really need to think about it. Although it screws me up in max, cuz I keep hitting q to get out of the active tool :P

Either way its just a matter of adapting to the way each one works. I don't think either one is superior or inferior in any way as far as speed of modelling. I'm about as fast on both.

Addi lookin good! I would darken up the windows though to get them to stand out some more. The lower "render" is more what I would do, just with the rest of the texture the same as the upper screen.
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Old 07-08-2008, 07:07 PM   #997 (permalink)
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a few more :P still distracted



will darken the windows on that bottom right one, next to the other they are obviously wayyyy too light
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Old 07-08-2008, 07:28 PM   #998 (permalink)
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The trick now is to build a whole wall set, Addi :P

One with windows, one just wall, one of each at floor and 1st-floor-and-above versions and maybe a couple variations, with all of them being interchangeable and tiling with each other.
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Old 07-08-2008, 08:25 PM   #999 (permalink)
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just need to make a trim so you can hide the seam of the diferent textures and you are all set.
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Old 08-08-2008, 01:18 AM   #1000 (permalink)
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Im starting on my first model without a tut to help me turning out good so far

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