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Old 31-12-2009, 06:20 AM   #76
TKSDeadly
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Great entry i am loving your normaping, the result came so good, i wish i can do that, GOOD LUCK!!!


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Old 31-12-2009, 06:46 AM   #77
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Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: Producing art worthy of being linked from the frontpage of the forums! Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason: 2nd place in low poly challenge ''Army of One'' Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner in Speed Modeling -Devil's Chariot 
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Come on SEREGA! You must take a very high place
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Old 31-12-2009, 07:59 AM   #78
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Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly January 2010 challenge! 
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Hi everyone!!! thanks alot for the support guys!!! I very appreciate that. it gives me a strength to going further.

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buzz001. One more question I'm doing my UVs and I can't make the shell spacing any larger then 1024 in Maya '08. How can I make it the 2048 that is recomended for thr challenge.
don't care about this spacing (if you mean option in Layout UVs Shell Spacing) I use this automatic layout on rare occasions and only for draft result. Usually I make layout by hands. if you want you can try to set "spacing presets" in custom mode and move "prescentage space" slider to minimum value but this option have no connection to the challenge recomendation. It just the UV layout controller not the size of texture map. The resolution of you map 2048X2048 set in photoshop image opion box or any paint software wich you use.

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VinsanityV20.I gotta wonder though, since you unwrap things before bringing them into Zbrush, do that mean you unwrap everything individually then just offset them before sculpting? Then you sculpt, bring everything back and rearrange the Unwrap for texturing then? Before you bake? I just don't see how you can bring in all the props individually when you should attach them all to unwrap them...Oh, and Happy New Years man!
First of all thanks for New Year congratulation!!!)))
I never unwrap model for hi poly sculpt in Zbrush only low poly model wich i reconstruct (make retopology- to simplify this task you can use Topogun(the Prize for the 1st place in this challenge), Polyboost for Max or DrasterNex for Maya ) then i bake normal, occlusion and cavity maps in x-normal software(Maya, Max) in projection mode. This mean that you don't need UW map on hipoly model only lowpoly. I bake normal map part by part and then combine pieces in to the one sheet in photoshop.
If this part of job not clear enough for understanding tell me and i try to explain.
Happy New Year!!!

berendey thanks ALEX but it will be a hard task because here many strong challengers!
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Old 01-01-2010, 04:24 PM   #79
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Looking really great. Some of the details look pretty flat, like the guntlets and the vest buttons. Were they part of the original sculpt, or did you add them after somehow?
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Old 01-01-2010, 09:27 PM   #80
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Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly January 2010 challenge! 
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lampshadehead . Looking really great. Some of the details look pretty flat, like the guntlets and the vest buttons. Were they part of the original sculpt, or did you add them after somehow?
Thanks. Flatness of some parts is my mistake. i'm not so good in low poly as i want(((

Here is my Beauty Shot.
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Old 02-01-2010, 11:11 AM   #81
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Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly January 2010 challenge! 
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Hi! Here is my final update!!! Thank to everyone who supported me during this competition!!!
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Last edited by Fbios; 03-01-2010 at 08:17 PM..
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Old 02-01-2010, 03:52 PM   #82
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Awesome man. Really great job! Keep up the great work.
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Old 02-01-2010, 05:53 PM   #83
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Congrats!!! bud on finishing

Great Work!

Good LUCK!!!


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Old 02-01-2010, 06:16 PM   #84
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congrats on finishing model looks awesome all around good luck.
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Old 04-01-2010, 04:28 PM   #85
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Great work!Really cool looking character
Reminds me a lot the "Marked One" from S.T.A.L.K.E.R.
Congrats for the awesome job and good luck on the judging
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Old 06-01-2010, 08:31 PM   #86
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Quote:
Originally Posted by Fbios View Post
I never unwrap model for hi poly sculpt in Zbrush only low poly model wich i reconstruct (make retopology- to simplify this task you can use Topogun(the Prize for the 1st place in this challenge), Polyboost for Max or DrasterNex for Maya ) then i bake normal, occlusion and cavity maps in x-normal software(Maya, Max) in projection mode. This mean that you don't need UW map on hipoly model only lowpoly. I bake normal map part by part and then combine pieces in to the one sheet in photoshop.
If this part of job not clear enough for understanding tell me and i try to explain.
Correct me if i'm wrong:

First you did all the high poly modeling, with separated pieces in subtools;
Second: you did the retopology, creating the low poly model from the high poly sculpting;
Third: You baked the maps in Xnormal, from high to low poly model, using projection (just as it can be done in 3dsmax, using render to texture). And the assets you baked each one apart from the body mesh, is that right?
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Old 08-01-2010, 06:09 PM   #87
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Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly January 2010 challenge! 
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digitalinkmind thanks!!! Your work in Digital Painting "The Lonely Soldier" section is very impressive!

Renan Leser you absolutely right.
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