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Old 13-01-2010, 09:54 PM   #16
Levus
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That's a pretty cool piece of model man, I like it much!
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Old 13-01-2010, 10:00 PM   #17
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I like it how do u do the stitching it looks good?
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Old 13-01-2010, 10:20 PM   #18
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thanks for the comments x]

Tarik2d, the stitching was made in max:
1. create a strip of polygons (i used Graphite freeform tools to snap them to the mask and bag)
2. select the edges where you want the stitches to be
3. press the "create shape from selection" button under "edit edges" menu and make those new created lines renderable in viewport. convert them to editable poly and that's it x] some tweaking after that may be needed ofcourse
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Old 13-01-2010, 10:22 PM   #19
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Arh nice one thats a clever way of doing it cheers
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Old 13-01-2010, 10:49 PM   #20
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This I like, I was a bit put off by the funny alien face but that mask totally makes the model.

excellent stuff
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Old 14-01-2010, 12:11 AM   #21
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hey, your character is very cool! love the style and the detailing
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Old 14-01-2010, 11:57 AM   #22
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grazus modelis. kruopsciai daryta. ta dujokauke visai kietai atrodo . taip ir tolaiu. sekmes.
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Old 14-01-2010, 08:48 PM   #23
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I love his character, it has alot of personality. You had a lower version of the base mesh but added more splines to get the detail you wanted in Z. So, what's your tri-count on the new base mesh.
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Old 14-01-2010, 09:42 PM   #24
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hey, thanks for the comments! ^^ i'm really glad you like him

buzz001, what do you mean by base mesh? base mesh for highpoly sculpt? cuz then there is absolutely no difference whether it's 500 or 500k polies. and the low poly will be a completely new mesh, on which high poly's geometry details will be projected (through normalmap).
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Old 14-01-2010, 09:56 PM   #25
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No, I meant how there's a 10K limit for the low poly mesh, where does your base model stand in the limit.
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Old 15-01-2010, 04:23 AM   #26
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Buzz001: he said he hasn't made the final low poly mesh. He is going to wait till the high poly mesh is done, then go from there.
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Old 15-01-2010, 05:54 AM   #27
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Its looking amazzzzing man!
Keep this up your be a winner in NO time!
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Old 15-01-2010, 10:00 AM   #28
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...so you are able to project various items like the stitches on your final low poly base mesh via Xnormal?.... a new world is opening up for me
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Old 15-01-2010, 01:46 PM   #29
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thanks for the kind words again! x]
roel, that's right, and not just via xnormal, you can do it with (i think) almost every 3d modeling soft (dunno which one you're using, but it's "render to texture" in max)
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Old 15-01-2010, 04:42 PM   #30
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Quote:
Originally Posted by BiG ToE-3DT View Post
Buzz001: he said he hasn't made the final low poly mesh. He is going to wait till the high poly mesh is done, then go from there.
Sorry, didn't mean to mean to rock the boat. So, then what he is doing is a reverse engineering when it comes to modeling. Interesting
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