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Old 08-08-2006, 04:47 AM   #11 (permalink)
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@OriK: yes you could be right about the ribs. i will check how it looks smoothed
@zortech: thanks
@xadeko: have to test it ingame, the original normal map was 4096² (just for anti aliasing proposes) the wire, yes in some areas it's very messy regarding quads ands tri's, but who cares ingame the engine kills quads anyway..
@doylle: like i wrote i won't do the diffuse at all (maybe i will tst myself in doing a basic diffuse, but iam not able do to it good enough) but i will definatly post it here when it's done

greets
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Old 08-08-2006, 03:54 PM   #12 (permalink)
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Hallo Seebaer

I already told you that your model looks good.

Last edited by I.C.; 08-08-2006 at 05:11 PM.
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Old 08-09-2006, 03:26 AM   #13 (permalink)
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its true it "kills" them, i build my models also in quads, because when exported they will be converted to tri's,

but that doesn't mean you can try to build it as clean as possible,
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Old 08-09-2006, 12:59 PM   #14 (permalink)
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I also already saw it at 3d-ring. Want to see textures. go seebaer !
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Old 08-10-2006, 05:45 PM   #15 (permalink)
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okay, i finished him now. i won't do anything else on him, expect a recompile with the final diffusemap.

here is the result:



and here a actual Wireframe and an ingame shot.

i reduced the polycount to 2779 trigons and he use 2x1024² texture maps (diffuse and normal).

i will post him in the finished pieces gallery when evan has done the diffuse map
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Old 08-10-2006, 07:44 PM   #16 (permalink)
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excellent work Seebaer
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Good Crit!
Aaron Clifford
London, UK
Aaron Clifford portfolio
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