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Old 02-04-2007, 12:21 PM   #1
aruss
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Red Tail from CowBoy Bebop - WIP

Hi,

here is my current WIP, a ship is currently done next on my list is a cockpit then I will unwrap it and create some cool textures

For a final scene I want to create a landing zone of Bebop and render this ship starting

What are you think about it?


Last edited by aruss; 01-01-2009 at 09:17 PM.. Reason: Changed a webserver
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Old 02-04-2007, 12:44 PM   #2
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the modeling seems good so far, good luck in this.
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Old 02-04-2007, 03:46 PM   #3
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Whow, cool design, the model looks great. Good luck with texturing
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Old 02-04-2007, 09:40 PM   #4
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the wings have to be lower, http://www.agfratelli.com/bebe/model...il/page_01.htm

and I always thought the cockpit was alot bigger in the show... huh strange
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Old 03-04-2007, 02:22 PM   #5
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Oh Man I love the anime and your works too....

Waiting for updates...Bye
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Old 04-04-2007, 02:25 AM   #6
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Hi

I fixed some proportions, now it should be better
a cockpit, main and break jets are now bigger

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Old 05-04-2007, 12:37 AM   #7
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So far, I like it. Though I think it has still to be a little more compact.
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Old 05-04-2007, 11:44 PM   #8
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Looking pretty good, would be interesting to see a clay render.
Good work so far, keep at it!
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Old 01-05-2007, 02:32 AM   #9
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oh man nice model, I like it.
keep it up.
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Old 01-05-2007, 03:39 AM   #10
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I don't know CowBoy Bebop, but nice modeling . Looks really good.
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Old 04-05-2007, 07:28 PM   #11
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Hi guys I try to unwrap this thing since 3 days, I hate unwraping have to put all the small peaces together by hand it is boring

I want to try textporter, I will see to done this over the weekend, but as I said I hate unwrapping.

Thanks for the crits so far
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Old 05-05-2007, 01:19 AM   #12
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Comon' don't give up...Keep it up ...

See U soon
Bye
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Old 09-05-2007, 01:33 PM   #13
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Hi

Witch is a best way to unwrap a high poly model?
I have a poly object with a Symmetry and TurboSmooth modifier on it, then over the TurboSmooth modifier I have some UV Maps, each UV Map is over one PolySelect modifier then I have a Unwrap modifier.

Looks like that
  • UVW Unwrap
  • UVW Mapping
  • Poly Select
  • UVW Mapping
  • Poly Select
  • UVW Mapping
  • Poly Select
  • ToorboSmooth
  • Symetry
  • Editable Poly

My problem is if I create UV Maps an add checker map on a model, it looks great if I render it with enabled TurboSmooth modifier my checker map is stretched.

Second problem is I applied some planar UV Maps with PolySelect but if I go to unwrap editor my selected polygons for a UV map don’t keeps together I have more than hundred singly polygons


I go and jump out my window
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Old 10-05-2007, 12:48 PM   #14
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When I use UVW Map, I use collapse to when I'm done, then I use UVW Unwrap. I dont use turboSmooth, I use Mesh Smooth. I try to fix UVW Unwrap with it under: example

Mesh Smooth
UVW Unwrap
Editable Poly

You can edit UVW Unwrap while Mesh Smooth is over it.

n.b. can you read french? I know a good tutorial for mapping, but its in french.
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Old 15-06-2007, 08:02 AM   #15
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Hi altogether

Here I have some updates, now the modeling is complete.
About textures, I am currently painting some but I think I have to remake the UV maps




greets
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