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#46 |
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Thanks you all, Agent-X - that was exactly the thing I was thinking before going to sleep yesterday
I already increased head UW's, will increase wheapon uw's too. Tortoise texture takes so much space I better get that animal done![]() |
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#47 |
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Not too mutch progress, for today, but I increased some UV's and rebuilt textures, also added textures and normals for weapons.
I have issues with tsuba (part between sword handle and sword). I want to make it round from box using alpha, but edges of box can still be seen. |
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#48 |
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When using an alpha, make sure the part you want to be seen is white, and the other parts are black. Let us look at your alpha map, and we should be able to help ya out with it.
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#49 |
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Thanks SR_4274, I firgured it out, my texture was a bit off
![]() Ok, here is some progress, I did skinning today, and started to work on turtle, since texturing made me sick. Turtle in picture is just base mesh, but tried to model final picture. C&C welcome |
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#50 |
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ok, here is what I would do. Toss the turtle. It isn't helping your character at all. Infact, it might be hurting him. Then, take the tris you save and go into your character and add geo to round him out.
After that, you can scale down your stand. It's huge. Too huge. You want your character to be the focus in your renders, not the stand. |
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#51 |
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I agree with Big Toe. make the samurai bigger. maybe the turtle could be way smaller (however the turtle doesn't look very aggressive for this war, it's kind of slow) if you use the turtle tris for aditional objects i recommend you to make a samurai banner ( you can put it in the back). The other this is bugging me is the pose, he looks quite stiff. check out these links. good luck
![]() http://www.expendable.org/kyde/samurai2.jpg http://www.fallenangel.net/LVS/dwmx-...ges/iaido.jpeg http://tanuki.org.uk/jap9707/samurai2.jpg http://www.youtube.com/watch?v=7qeUY5TnSWM |
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#52 |
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thanks guys, I will make textures biger for samurai and remove turtle, I wanted to keep it since it was original idea, but , well... I must agree it doesnt fit very well
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#53 |
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Lookn 4 professional work
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Good move.
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#54 |
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your renders could use some work, I think it's may just be a resolution issue. Try increasing the size, something like 2400x3000, then when you save your renders make sure all the setting are set to max(highest). Also, if you want that white background color, save your renders out as pgn.
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#55 |
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I'm not sure about rendering out that big ToE, but definately render them out bigger. The sheets they can go on is 1200X1000, so try for something around that size. You loose a lot of quality when you enlarge an image to fit that space, but you also loose quality if you have to shrink down too much also.
PNG's are great for saving the alpha channel, so you can easily remove the background, but TIFF's work great too. With a TIFF, you can save it in at least 300 resolution, which as long as you are making your final images that same resolution, should work perfectly.
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Speed Modeling Challenges Winner SMC #60 - Done in 60 Seconds Second Place SMC #52 - Take a closer look Honorable Mentions The New SMC's - 025 - Large Cappuccino with sugar My Web Site MY DWIV Thread |
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#56 |
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I'm sorry, I saved jpg with lower quality settings, because was in hurry and didn't notice it. one on the right is real time printscreen. here is update with bigger picture: These are both printscreens.
Oh and I was sure, I can only upload jpg in this forum. Last edited by aUGIS; 11-05-2009 at 05:14 AM.. |
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#57 |
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By the way, how do you render normals with mentalray. Use standart material or any custom shaders?
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#58 |
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Thanks for the answers
![]() Ok here is my presentation shot, just noticed, that alpha on the handle is wrong again, will fix that. |
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#60 |
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Some layout of a beautyshot, still needs a lot of work
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