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Old 27-07-2008, 10:22 AM   #31
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Ok, now it 46000 tris...still alot to change...
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Old 27-07-2008, 11:58 AM   #32
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it doubled in half an hour?
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Old 27-07-2008, 12:17 PM   #33
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nice job so far.
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Old 27-07-2008, 05:46 PM   #34
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Thanks arran!

And chirone, that was meant per screw, not the whole model.
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Old 27-07-2008, 05:53 PM   #35
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oh right...
WOW
bennyK was pretty close....
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Old 02-08-2008, 05:23 AM   #36
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still too much for the screws..... will you even see the detail of the screw? if not just texture it on, or bump-map it
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Old 03-08-2008, 03:52 AM   #37
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Originally posted by Joopson
still too much for the screws..... will you even see the detail of the screw? if not just texture it on, or bump-map it
I believe I've already mentioned that...

How about some progress???
(That goes for you too, Joopson. I haven't seen any since the deleted bloom version in Oblivion)

BTW, What's tris anyway?
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Old 03-08-2008, 04:35 AM   #38
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tris = triangles

OpenGL creates things in triangles. Tirangle strips, fans, and all sorts of other things

one face, provided it's only got 4 edges, has two triangles to it
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Old 03-08-2008, 09:49 AM   #39
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Posting progress soon...
been a bit busy with other stuff....
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Old 03-08-2008, 02:41 PM   #40
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aww, i thought there were updates to the model posted!
oh well, i know how it is to be busy >_<
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Old 10-08-2008, 10:03 AM   #41
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any updates on this?
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Old 12-08-2008, 02:01 AM   #42
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OK, finally got some (allthough not much) stuff done on the telescope. My apologies for not posting any progress & being inactive here for a while...
I just started making the ocular, whatever it is called in english. The thing you lppl through. Anyway, could anyone please direct/tell me how to make bumps/dents/scratches on the surface? I tried following the bump-map tutorial (the one in the maya documentation with the dinosaur to paint), but on the render nothing changes, and if I paint normals, It screws everything up...

help me/point me in the right direction please!
:-/
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Old 12-08-2008, 02:32 AM   #43
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Originally posted by amoeba
I just started making the ocular, whatever it is called in english. The thing you lppl through.
i'm going to assume you meant to spell "lppl" as "look" just because p is next to o and k is next to l on the keyboard

i think you're wanting the word lens... unless there are more technical labels when it comes to telescopes

as for the dinosaur tutorial.... i think that was the point where i stopped paying attention to the tutorials and wanted to start making gundams...

and i just took a look at the relevant part now...

i've never actually seen anyone paint bumps on...
i've only seen people create UVs for the object, then layout the uvs, take a uv-snapshot and paint in greyscale the bump map in a image editing software.

now, when you assign a new material (or edit the material attributes you can assign stuff to the bumpmap option there in the common material attributes

then you get a choice of 3d or 2d textures (click the checkered box) and you can also assign your painting as the bump from the file button.

btw, if you don't have photoshop, which appears to be the thing that everyone uses, you can also use gimp, which is open source and free
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Old 12-08-2008, 03:39 AM   #44
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Ok, thank you!

I do not have Photoshop, and lost the GIMP app, so I have to download it again...
BTW, very small update (I know), but this is how the top look like at the moment.
This will be the last update till tomorrow/day after tomorrow.

PS: Poly count has been lowerd I think...just saw it now.
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Old 12-08-2008, 03:48 AM   #45
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nice detail

just one thing...
see the rounded parts on the legs there? see how you can see that it's made of faces? (just had to check that im using the right terminology... xsi calls them polygons) that's caused by hard edges
you should soften them

select the edges, hold down shift, and right click... oh wait.. mac, ctrl click for you, and you should see an option on the menu to soften the edges

alternatively, in the polygon's menu set just go normals > soften edge

im will make it look smoother and not be smoother if the normals are softened... i almost feel like saying how that works, but i should resist...
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