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Old 05-05-2009, 03:47 AM   #46
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Thanks you all, Agent-X - that was exactly the thing I was thinking before going to sleep yesterday I already increased head UW's, will increase wheapon uw's too. Tortoise texture takes so much space I better get that animal done
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Old 05-05-2009, 02:53 PM   #47
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Not too mutch progress, for today, but I increased some UV's and rebuilt textures, also added textures and normals for weapons.
I have issues with tsuba (part between sword handle and sword). I want to make it round from box using alpha, but edges of box can still be seen.
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Old 05-05-2009, 02:57 PM   #48
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When using an alpha, make sure the part you want to be seen is white, and the other parts are black. Let us look at your alpha map, and we should be able to help ya out with it.
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Old 07-05-2009, 04:08 PM   #49
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Thanks SR_4274, I firgured it out, my texture was a bit off
Ok, here is some progress, I did skinning today, and started to work on turtle, since texturing made me sick. Turtle in picture is just base mesh, but tried to model final picture. C&C welcome
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Old 07-05-2009, 06:20 PM   #50
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ok, here is what I would do. Toss the turtle. It isn't helping your character at all. Infact, it might be hurting him. Then, take the tris you save and go into your character and add geo to round him out.

After that, you can scale down your stand. It's huge. Too huge. You want your character to be the focus in your renders, not the stand.
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Old 07-05-2009, 06:45 PM   #51
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I agree with Big Toe. make the samurai bigger. maybe the turtle could be way smaller (however the turtle doesn't look very aggressive for this war, it's kind of slow) if you use the turtle tris for aditional objects i recommend you to make a samurai banner ( you can put it in the back). The other this is bugging me is the pose, he looks quite stiff. check out these links. good luck

http://www.expendable.org/kyde/samurai2.jpg
http://www.fallenangel.net/LVS/dwmx-...ges/iaido.jpeg
http://tanuki.org.uk/jap9707/samurai2.jpg

http://www.youtube.com/watch?v=7qeUY5TnSWM
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Old 07-05-2009, 08:24 PM   #52
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thanks guys, I will make textures biger for samurai and remove turtle, I wanted to keep it since it was original idea, but , well... I must agree it doesnt fit very well
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Old 08-05-2009, 12:36 AM   #53
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Good move.
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Old 10-05-2009, 07:31 PM   #54
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your renders could use some work, I think it's may just be a resolution issue. Try increasing the size, something like 2400x3000, then when you save your renders make sure all the setting are set to max(highest). Also, if you want that white background color, save your renders out as pgn.
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Old 11-05-2009, 04:05 AM   #55
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I'm not sure about rendering out that big ToE, but definately render them out bigger. The sheets they can go on is 1200X1000, so try for something around that size. You loose a lot of quality when you enlarge an image to fit that space, but you also loose quality if you have to shrink down too much also.

PNG's are great for saving the alpha channel, so you can easily remove the background, but TIFF's work great too. With a TIFF, you can save it in at least 300 resolution, which as long as you are making your final images that same resolution, should work perfectly.
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Old 11-05-2009, 05:11 AM   #56
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I'm sorry, I saved jpg with lower quality settings, because was in hurry and didn't notice it. one on the right is real time printscreen. here is update with bigger picture: These are both printscreens.
Oh and I was sure, I can only upload jpg in this forum.
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Old 11-05-2009, 05:17 AM   #57
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By the way, how do you render normals with mentalray. Use standart material or any custom shaders?
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Old 12-05-2009, 03:38 PM   #58
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Thanks for the answers

Ok here is my presentation shot, just noticed, that alpha on the handle is wrong again, will fix that.
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Old 12-05-2009, 07:21 PM   #59
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I like the pose. And good work on the pedestal, too. keep on going!
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Old 13-05-2009, 01:54 PM   #60
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Some layout of a beautyshot, still needs a lot of work
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