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Old 23-01-2010, 08:02 PM   #31
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not sure if you noticed but those are both the same image
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Old 24-01-2010, 08:06 AM   #32
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I see that now...lol..

Well, i got better updates anyway. I will be doing another round of casting, since i want to add more edges to certain things. Im nearing the 2500 tri budget.



This screenshot is showing normal maps and ao. not actual textures yet.

This one is to check that my normals work inside of the game engine.
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Old 27-01-2010, 01:42 AM   #33
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Almost done with the textures. Any thoughts?

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Old 27-01-2010, 06:15 AM   #34
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oh, sweet work. the texture is looking great. what res is it?
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Old 27-01-2010, 07:26 AM   #35
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thanx! for now, its a 2048x2048. I have a spec, normal and diffuse. Normally i would do 4096s but since im still figuring out this "game prop" making deal, i dont kill myself waiting a long time for the textures to bake and such.

i was also playing with the low poly of my jukebox. And here it is. By the way, the weird cracks on the model , is just soem funky stuff from the xsi real time shader i am using.

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Old 27-01-2010, 11:18 AM   #36
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the box looks great. but, erm, 2048 for a lamp? dont you think thats a bit steep? :P

i mean, it looks great, but i dont think a lot of devs would be too happy with a 2048 texture just for a lamp :P

unless you put into ID Tech's "Rage"
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Old 27-01-2010, 11:26 AM   #37
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beautiful, your texturing skils are incredibly good, I love this low poly stuff. Amazing work you are really good at this.
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Old 27-01-2010, 12:20 PM   #38
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The texture resolution on the lantern is definitely overkill, but it does look nice!

Looks like you might have a few glitches in the normal maps on the jukebox though, unless it's the same problem as the cracks. What does it look like in Marmoset?
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Old 27-01-2010, 03:46 PM   #39
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Well, i guess you guys are right. 2k is kinda too much for a game prop this small. Tho, my instructor wants us to make them like that.

Abbout the jukebox. Im going to do a better cast today and see what it looks like inside of marmoset. Right now everything is just overlapping.
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Old 28-01-2010, 06:23 AM   #40
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the lamp does look nice, im not sure if its a shadow or something, but whats going on on that little black area at the top right part of the lamp?
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Old 31-01-2010, 06:42 AM   #41
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That deal on the top is a uv overlapping. I finally figured it out! I havent fixed it yet tho.

Here is another prop i started on. A granade. Poly count for this is 500 tris.

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Old 31-01-2010, 06:58 AM   #42
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nice job on the grenade.. I'm not liking the seam on the top though, it looks like a normal map error even though it's not..

anyway, still waiting for the jukebox finals dood! hurry up already, haha
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Old 31-01-2010, 07:08 AM   #43
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Well, that's not exactly a seam, i actually modeled the top part on the high poly separately and that's what came out. I was thinking of blurring it out in photoshop. Or quit being lazy and someone just merge the geo. Choices..

yeah, im doing uvs for the juke box at this moment! ...sorry...lol
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Old 31-01-2010, 07:52 AM   #44
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Yo, I think you could have tightened up a few things. check this out, it looks like your model is a bit stylish and it has good flow and topology but you could have pulled the form out a little better. As for the reference I have, not all M2 grenades are a exactly the same but yours looks like a combination of a few of them plus your own flare. try to stick with one and observe the reference a little closer. love, Phil
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Old 31-01-2010, 08:07 AM   #45
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Neto i would take Phil's observation more than just a mere compliment, after all out of all threads he made his first post in your low poly!!!
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