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Old 13-06-2008, 08:34 PM   #16
99GsTurbo
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mayaniac: those are nice refs but their for high ooly models...u have any mid poly game model head refs......because that's what I'm doing
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Old 15-06-2008, 11:49 PM   #17
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Quote:
Originally posted by 99GsTurbo
well again this is going to be low poly and I'm aiming for 3k tris so I'm not too worried about having tris since game models are nothing but tris....just rather thens the right time to use tris and the best way to reduce polys and still get a good model without having to rely soley on your painting program.........

Yea I understand that perfectly, it's just that I reckon that you could make it a bit more "efficent" round that area, whilst keeping the same level of detial....
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Old 16-06-2008, 07:01 AM   #18
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yea you are def right gster...I'm still working on it. Do you have any pointers for me (draw on my refs to show me ideas). As you know, this is only my 2nd model. Cheers...
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Old 16-06-2008, 09:42 PM   #19
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This is how I would go about it if it was my model.

Just cleaned it up a bit really. I know that having all quads in a game environment isnt a requirement but if your planning on animating and/or sculpting out a normal map reducing the tris helps you out as they can possibly be a bit "lumpy" when sculpting.
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Old 17-06-2008, 03:09 AM   #20
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thanks dude, ill work on it later on...
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