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Old 16-02-2007, 03:09 AM   #31
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last time I checked the mock up model had little over 4000 polys.

I want to emphasize that this model does not represent the final model at all. Main purpose was to figure out the proportion and making sure it looks right.

once we shorten the right arm and add the gun, things will change again.

Taehoon is basing his final model on this mock up model.
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Old 16-02-2007, 03:20 AM   #32
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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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i don't think i posted in this thread yet. hmm, anyway, great job guys. thats some excellent concepting and work flow too, all three of you guys are very talented.
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Old 16-02-2007, 04:21 AM   #33
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I think you mean the two of them are talented, we arent allowed groups of 3.
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Old 16-02-2007, 08:05 AM   #34
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i really like the design you chose, and for a mock up model it looks bl sweet
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Old 16-02-2007, 09:45 AM   #35
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Here is a little upper torso study of our character.



Using Taehoon's latest mock up model, I grouped the major bulges. Normally, if this was more of a production level design study, the details of the design and mock up model's mass study will match more. But, since we are doing really fast design process, both Taehoon and Karl are modifying each other's designs to suit their needs.

A. line sketch
B. line sketch with the 3D model showing the wireframe flow
C. colored parts indicating the major bulges
D. idea of having the folding arms/manipulators/blades being opened

Obviously, the design is not definitive. But, I thought this will make things easier for both Karl and Taehoon to define the major parts of the torso.

For (C), each colors represent different major group. But, that doesn't mean they have to be separate pieces.

(D)'s folding manipulator/close combat weapons are more of a design decision. Depending on the final model's poly count, we might just leave it all tucked in.


In light of celebrating Valentine's day (little late). Karl went on and did a little design sketch of Bigun's date.



I think this character would have been a great desgin for this competition as well.

Oh well... can't have everything... Right?
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Last edited by Torokun; 03-03-2007 at 01:11 PM..
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Old 16-02-2007, 09:37 PM   #36
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Smile question

Hello, Big Toe-3DT,

Actually, I'm the only artist to go through this competition, and my friends Karl and James help me for concept and advise. I'll do all modeling, texture, rigging, normal map, rendering and etc by myself.

and I just found a new updated rule for a concept artist.


Feb 5th Update - Concept Artists do not count as a member in any team. However, they must put their Name and contact info (email and/or website) on their concept sheet(s).


Does it mean that they don't count a concept artist as a member in team?

If we aren't right, please let us know............

Thanks for your concern and worries.., Big Toe-3DT, ~


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I think you mean the two of them are talented, we arent allowed groups of 3.
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Old 17-02-2007, 07:52 AM   #37
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your right man, don't worry.
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Old 18-02-2007, 06:48 PM   #38
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I think this looks great, the only thing that is bugging me are his feet, they dont look right for some reason, too weak almost. But love everything else.
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Old 20-02-2007, 12:30 PM   #39
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Finished UV

This is a finished low model. and Tris are about 6000 now.

and layouted the UVs and next step will be Mudbox and Zbrush....

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Old 20-02-2007, 01:46 PM   #40
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Seeing Your workflow and speed ist awesome.
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Old 21-02-2007, 02:16 AM   #41
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New Update. Page 08 is added on the front page

To my dismay, I have to report that our workflow hasn't been very smooth for last week or so.

Karl is having some computer and internet trouble. Which forces Taehoon to start high poly model without the detailed description of the final design.

I thought the schedule we have is enough to deal with such mishaps. But, I guess I was wrong.

I take the full responsibility. And I apologize to everyone. Especially to Taehoon. I feel like I blew up this project to be much bigger than it should have been. And I am failing to deliver things necessary for him to make the 3D model.

I will try to do the detailed sketch of my own. And see if it will help you Taehoon.
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Old 21-02-2007, 02:21 AM   #42
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Damn, some great work guys! Those troubles suck, i hope you can have everything back to normal and up to speed as fast as possible, good luck with that!
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Old 22-02-2007, 12:53 PM   #43
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UV layout updated

I finished UV layout.. Now it's ready to go to Mudbox...

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Old 22-02-2007, 05:20 PM   #44
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o . O That's some impressive uv packing there!
Was wondering about something though. I think I can see the UV's for his head, &
it looks like you've only mapped one side, and prolly mirror/overlay the other right on top. How/does/what/who/etc do you 'flip' your normals to work on the other side of the model? I mean, do you have to flip the geometey's normals to get the map to face the right way? Will it cause the lighting to react differently on the gemetry? . _.
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Old 22-02-2007, 11:00 PM   #45
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Thanks for your worry Klash120.. That's really good point.

However, I don't think that there will be big problem with flipping normal map..

I'm now working in game company, and we have the same issue about mirror the normal..

but, It can fix easily by flipping normal or with a simple script..

However, I'll try what it happens if I render in Mental ray..

Thanks Klash120..

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