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Old 25-10-2009, 05:32 PM   #1
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Talking low poly thread

Yo, this is my lo poly thread. Will be posting ALL my low poly stuff here. And updating this post with new attachments for people to see!
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Old 25-10-2009, 07:09 PM   #2
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and i think i am finished. Any thoougths?



By the way, here is the ref

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Old 25-10-2009, 07:12 PM   #3
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Looks like the gaps between the wooden strips is too big which could lead to leaks and the tap doesn't look like it's textured at the moment. Not bad aside from that though
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Old 06-11-2009, 06:35 AM   #4
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well...ive been trying to make this danm barrell 3 times now cuz is never good enough . But i will get it no doubt. Here is my new base mesh.



More updates on that comming soon..

Im also doing this character. I found this googling. I thought it looked cool and so i got stuck modeling this.



Here is some wip on my base mesh.



I modeled this using the pic....if i wish i had a little bit more time so i could draw my own image planes...this thing is too hard. I feel like everything is all over the place

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Old 06-11-2009, 07:07 AM   #5
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the barrell sculpt looks good, and the low poly turned out nice too... though the textures could be improved I think, but don't ask me how since I'm improving my texturing skills myself, haha..

and great start on the basemesh for your character.. looks pretty spot on

ps: man must be a treat to be in Bret Briley's class, I like that dood's portfolio. What class does he teach? and what does it cover? just out of curiosity..

edit: I did a paint over on the barrell i hope you don't mind.. I think adding highlights on the edge of the rims and shadows under them makes the rim pop out a little bit.. just some dodge and burn touch ups =)

before and after pics below
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Old 06-11-2009, 02:50 PM   #6
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Well let me tell ya brett is the most hardcore teacher I've. Ever had! Period. He really knows his trade super well. And he makes sure that we undertsand wut we r doing and why.

This class is basicly the adv character class. He covers every aspect of the process.

I apppreciate the paint over. I will keep that in mind when I redo the textures this weekend
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Old 09-11-2009, 07:36 AM   #7
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here is a few hours of work on the inital stages of the sculpt. i already noticed a bunch of stuff i should problably fix. Like the biceps look kinda short. And im not too sure about the pants.

I forgot to work on the beard.

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Old 09-11-2009, 03:23 PM   #8
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with the barrel i would suggest running an ambient occlusion pass in max. just for the shape of the low poly model, then overlaying that on your original. the point of AO is to show shadow distance between two various objects.. there should be shadows on the top an bottom of each metal band you have there.
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Old 11-11-2009, 02:16 PM   #9
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Hey guys, is there a way to be able to preview all uv groups at once, on all the subtools?

right now the only uv gorups that show up are the ones for the subtool selected.

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Old 11-11-2009, 05:32 PM   #10
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Is it just for rendering purposes, to show all the subtools and polygroups all at once?

The only way I know is to enter Transpose Master (downloadable plugin) it'll combine all you're subtool mesh into one subtool at their lowest subdivision level.

I don't think you can sculpt details in this mode, since you're stuck at the lowest sub level. But it's defenitely good for changing proportions and as the title says transposing the character...

I use it for changing my characters proportions quickly. And to view my all my subtools in wireframe color mode (it just looks cool! ;D).

ps: you should enter this character for the slayer comp.. he's looking good so far. =)
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Old 12-11-2009, 06:50 AM   #11
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dude u r a freaking genius! i totally forgot about the transpose master! ( been using 3.5 too looooong! but now im back with 3.1) I missed the subtool master way too freaking much. Thanx!!

Well, lets see the slayer comp ends nov 30, my character is due dec smething....maybe i will do that! lol..are you entering?

The only problem i see is that this is not my concept. I dont wanna get in trouble. Not like im gonna win or anything. I need to find out the dudes name that made this 1st.

Ive been getting my ass kicked by this ref image. The perpetive is so weird. Is hard to line stuff up. Next time im gonna take the time to draw my own ref images.

Well, here is what i got.



and my polygroups ( thanx pogimonz )

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Old 13-11-2009, 07:24 AM   #12
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I started the scupt..again.

Im happy with the beggining stages. Tho, im not too sure about my anatomy. Pleople, please do your thing! lol.







and i also made this gas mask.

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Old 13-11-2009, 11:48 AM   #13
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I think the toons anatomy is fine, nice relaxed pose.
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Old 09-12-2009, 09:28 PM   #14
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Unfortunately i havent been able to keep up with the class work, since ive been bombarded with work left and right. But its all good. Ive been learning a lot.

Here is test of me using the marmoset engine to view wut the textures look like



I am working on a new prop. A diving helmet
i had done this one previously, but was told to do the other cooler looking one..lol





here is my low poly, sorry i didnt have any other screenshots. I am also having trouble casting the normals inside of xsi.
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Old 28-12-2009, 04:27 AM   #15
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And so here it is,



and wires of the low poly



I must say that this was a very handy study for me. While i was at it i learned so much more about casting and texturing. I got to try max...( ugghh ) the render to texture feature is amazing, cant really say the same of the rest of the program. It holds its game, so i guess if i have to ever use it for a future job i could stand it...sighs. All my modeling was done in xsi. Textures were done in photoshop and i am using marmoset to render and preview my low poly in real time and the textures.

I am not too happy with my specular, and im still trying playing around with crazy bump and my normals. But for the most part i call this piece done. Migth tweak the texture a little bit before moving on.
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