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Old 19-06-2009, 04:15 PM   #16
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Originally Posted by mrpeculiar View Post
Hell YEA ........

This is going to be an awsome challenge
And BIG thanks to gnomon

On a side note ......did i notice there was just one obj there ........

Does that mean we create our own pedastool and if so is it included in the 8 our sculpt or seperate .......
bit of confusion there

Looking forward to it anyway !
The .obj file includes a body, a weapon and a pedestal. If you don't wish to spend time on the weapon or pedestal, just put them aside and ignore them.
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Old 19-06-2009, 04:15 PM   #17
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mrpeculiar: Polygroups>AutoGroup...Subtool>Group Split. Sure you already knew about this. Seems we go only from what's given.
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Old 19-06-2009, 04:25 PM   #18
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Woot!
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Old 19-06-2009, 04:31 PM   #19
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ok the base mesh symmetry was messed and moved to the side i fixed it but would it be ok if i post the new one somewhere ?
thats if any one wants help with it
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Old 19-06-2009, 04:33 PM   #20
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ok the base mesh symmetry was messed and moved to the side i fixed it but would it be ok if i post the new one somewhere ?
thats if any one wants help with it
Ok, please do, and I'll reupload it.
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Old 19-06-2009, 04:34 PM   #21
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ok how will i send it to u ?
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Old 19-06-2009, 04:40 PM   #22
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Email. Check you pm for info

-

Allright, I've updated the attached .obj. There are now 3 files for each object, instead of putting all the objects into one file ( which may have screwed with the symmetry ). Thanks liquidbear for pointing that out.
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Last edited by Freespace-3DT; 19-06-2009 at 04:52 PM..
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Old 19-06-2009, 04:52 PM   #23
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done and done
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Old 19-06-2009, 05:03 PM   #24
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Thanks liquidbear for pointing that out.

NO problem
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Old 19-06-2009, 05:04 PM   #25
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awsome can't wait to sculpt.
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Old 19-06-2009, 05:30 PM   #26
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Base mesh topology obsevation

hi,

Just had a look at the base mesh and i have noticed that the fingers and toes have divisions at each joint, this means that when you subdivide a few times your polycount is going to be really high.

I just did a test and divided the model 6times to 2.355million polys and when i delete everything exept from the hands and feet im left with around 1million polys, this means that 50% of the detail at 6 divisions is in the hands and feet.

I think it would have been better for the fingers and toes to have been less detailed.

just an observation but would like to see if others think this might cause a problem, my computer will only handle 6 divisions so i already feel i cant get enough detail into the body for high detail mechanical stuff

im going to try and locally subdivide the body and not hands but i have had some problems with that in the past.

Think im going to have to get a new PC

UPDATE:
found a cheaper solution to buying a new pc lol.
going to use the HD mode, never tried this before and had actually forgot it was there. fingers crossed, good luck to all
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Last edited by darkmonk; 19-06-2009 at 05:50 PM.. Reason: updated
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Old 19-06-2009, 05:36 PM   #27
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Im in, i think im in time right???
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Old 19-06-2009, 05:54 PM   #28
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bgen: That's the spirit!

darkmonk: Hope it works. Let me know

freakmean16: You're in time, don't worry. You can enter the challenge at any time until it ends, one month from now.
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Old 19-06-2009, 07:06 PM   #29
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Oh man, realistically I don't have the time to enter this competition. I mean, there's other things I really want and need to get done.

... but then there's this other part of me that saying I can make the time. We'll see. A month long sculpting challenge, a new character to finish, and lighting, render pass management, and compositing work on 3d Short I'm involved with might be too much on my plate. Not to mention I'm running short on cash and need a job.
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Old 19-06-2009, 07:32 PM   #30
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ok 30 min in and got the main features bulked out took 3 or 4 attemps to even get my concept so many ideas lol
dont be surprised if i scrap this one and start again



edit"hmmmm just looking a tin now on this looks like the chest plate would look better if it was wider covering more of the chest area.
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