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Old 13-02-2007, 09:54 AM   #46
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Love the details... Like mention before, wondering if the normal map will be able to contain all those details !!!

Keep it up!
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Old 13-02-2007, 01:47 PM   #47
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dds, dude, what the hell are you on?.... besides lots of caffiene :P

looks amazingly cool man

i mean, sick amounts of detail dont forget you still need a low poly model dude

hehe, gl man, try not to burn out !!
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Old 13-02-2007, 09:02 PM   #48
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wow man you just made me cry here....very cool design....very nice highpoly.
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Old 13-02-2007, 10:09 PM   #49
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Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! 
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So... you've blocked 'er out first in lowpoly, then go back & model the uber hi-res goodies. Then make sure the Low matches the High geometry? ???? o .O

What program u using to model? & Using that program's normal map funtion or what??
Indulge me in details for I have not normal mapped before...

-Klash
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Old 13-02-2007, 11:25 PM   #50
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starting binary translation......100%
choosing human expression....100%
compiling data....100%
printing....

- I choose to blockout first...so I can make an idea of proportions and volumes. That thing is not a high poly or a low poly. It's just something quick to get me started on the high so I don't make ANY major mistakes such as parts that don't make sense, or proportions that are really wrong and would take me days to fix. After the high, will come the low, which is not a blockout, is actually a insanely accurate mesh that needs to be 100% perfectly optimized, UVed and ready to animate to work well

I choose to make the high first because if I have to choose...what has more quality? what's more accurate to what I really would like to be? the high resolution, of course. Then building the low on top, is easy. Now you have to be very careful in placing the details and not making crazy silhouettes with the highpoly because the lowpoly is very limited (i.e. spikes). You have to make as much of use of the normal map as possible, modeling for games is not modeling for vfx...so yeah, if you choose to do the highpoly first you will get better results but you must think some steps forward...


printing complete...
closing connection/
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Old 13-02-2007, 11:57 PM   #51
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Arrow

g-r-a-c-i-e-s_/_t-h-a-n-k-s

update code a94f0bh3aag90140207

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Old 14-02-2007, 12:13 AM   #52
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Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason: Avenger Mash Up Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason: second place in low poly challenge ''UNDEAD ROCK STAR'' 
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... well it looks nice but are u sure that ull be able to use this on ur low poly version?
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Old 14-02-2007, 12:14 AM   #53
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That's some insane wiring there o .o

Back to my previous question...
Makes sense. It's a tad more clear to me

So, when you're ready to extract the normal maps...
Do you.. uh?... What do you do? :|
Is there a specific way/process within your program?

I know in Maya there's quite a bit of setting you have to do first.. :\

-arrrgh!
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Old 14-02-2007, 12:36 AM   #54
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Looking awesome, great model!!

Well, in Max you have UV cage and projection mapping, sometimes the result is not quite what you wanted, but close. Still, dunno what he's using, and there are a lot of programs out there.
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Old 14-02-2007, 03:24 AM   #55
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s-i-c-k-!
good that high poly, dont need a good topology:P
nice work!
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Old 14-02-2007, 03:49 AM   #56
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holy mother of god what the poly count on that??? (i know its a high poly version, im just curious). p.s. love the avitar frostsnake
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Old 14-02-2007, 04:07 AM   #57
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that looks great DDS, lots of detail for sure. I hope the normal mapping captures all of that
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Old 14-02-2007, 04:09 AM   #58
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Oh the time...
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Old 14-02-2007, 04:48 AM   #59
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Sick details in every way. Don't sleep, we're at war!
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Old 14-02-2007, 08:43 AM   #60
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Geezus! Thats sweet! Really awesome, I'm looking forward to the outcome!!
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