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Old 02-12-2006, 09:49 PM   #91
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MattyG, keep in mind that 5 sides is bad, like drugs, drugs are bad ummm kkkk. But 3 sides is good. 4 sides, like me, is the best.
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Old 02-12-2006, 10:12 PM   #92
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I know they're bad, I just gotta find a good way to get rid of the ones I already have.
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Old 03-12-2006, 01:37 AM   #93
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if your using Max, in the vert mode, look for the cut option, then turn your snaps on, press S, this will automatically make the curser snap to vert points and midsections of segments. Now your ready to cut in new segments. Just click on one of the verts that's making the 5 sides, then click somewhere opposite of that. Keep the flow of the mesh in mind.
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Old 04-12-2006, 03:13 AM   #94
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Old 04-12-2006, 04:33 AM   #95
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I stll thin that the hat is much better.....and his fingers....there's something wrong with them...in the right hand...don't know if it is the texture....but definetely there's something wrong there
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Old 04-12-2006, 08:28 AM   #96
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Stuff im working on atm.

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Old 04-12-2006, 08:05 PM   #97
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I have to learn to rig. This is model for that purpose, still WIP. Any suggestion is welcome.

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Old 04-12-2006, 08:25 PM   #98
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Cool looking tower Cojax...very detailed.
Cracadoo man the character is nice for rigging tests, try your best and do not forget a single vertex. keep it up.
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Old 05-12-2006, 11:37 AM   #99
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Big Toe - love the pose that hes in, but his fingers seem really munted. His cane top and cup could use a bit more attention i do believe now youve got extra time, the fish in the platforms is a nice touch though :P
Cojax - very nice model youve got there, i would love to see a wireframe of it if you have one, i reckon it will look great with some textures and normals or bump keep it up
Cracadoo - good luck with the rigging tests, i really dont get it... best of luck with your workings

as for me i got sick of texturing last night and i wanted to do some more modelling so i whipped this up quickly and ive just been tinkering with the hair in the last hour or so and doing some minory tweaks

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Old 05-12-2006, 08:08 PM   #100
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looks like a great gate keeper to me, hint,hint. If you want to scare a few people, post that in the comp, say your fiddling with an idea. See what happens.
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Old 05-12-2006, 11:19 PM   #101
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i started working on a character. simular to the one mattyG is working on.
but i started in the other end:




some coments would be nice

(and how the hell do i remove the white box around the model?)
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Old 06-12-2006, 11:26 PM   #102
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hey slicer. good start on this guy. you need to try and get some edgeloops in his face. will give you a better result in the end. also, he has no nostrils.

erm, as far as the white box goes, just deselect it.
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Old 06-12-2006, 11:52 PM   #103
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Quote:
Originally Posted by Tank[NL]
hey slicer. good start on this guy. you need to try and get some edgeloops in his face. will give you a better result in the end. also, he has no nostrils.

erm, as far as the white box goes, just deselect it.
thx for crits.
normaly the white box goes away when you deselect the model. but somthing has happened and now the white box is there all the time! it anoyes me
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Old 07-12-2006, 04:00 AM   #104
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If this is in Max, that means the object has a key frame at the current time.
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Old 08-12-2006, 05:54 AM   #105
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actually i belive if its in max it is simply a bounding box. hot key "j" to toggle on/off.
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