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Old 31-10-2005, 10:54 AM   #166
t1ck135
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cheers joed


right, here are the final textures for the models:
1 512x512 colormap for the dragon. Added a scaley effect on the skin to break up the uniform green. Added a horn. All hand-drawn except for the mottled effect on the wing membrane.

http://www.flash-fx.net/images/3D/sa...l_textures.jpg


1 512x512 colormap for the samurai. All hand-drawn except the symbols on his jacket (front and back), the japanese writing on the sheath and the blade which was modified from a reference image.

http://www.flash-fx.net/images/3D/sa...l_textures.jpg


A wireframe of the final model pose including number of tris.

http://www.flash-fx.net/images/3D/sa...rame_final.jpg


A smooth shaded version.

http://www.flash-fx.net/images/3D/sa...hade_final.jpg


and the final picture will be posted in the entries section soon!
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Old 31-10-2005, 01:03 PM   #167
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Hey T1ck135! Your model turned out wonderfully. Under 3000 tris? You're crazy, dude!

Thank you for all your helpful insight and support!

Dave
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Old 31-10-2005, 01:04 PM   #168
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I love it, great textureing and modeling.
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Old 31-10-2005, 06:58 PM   #169
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Thanks swanky, I'm waiting for your final render with anticipation!

Cheers antiant, much appreciated

Thanks to everyone who gave me advice c & c, they were very muchly needed to keep going through the new areas that I needed to learn. Good luck to everyone and remember that no one's a loser as we all have groovy new models to show off!

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Old 02-11-2005, 11:19 PM   #170
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I think it kind of sucks that most people used high poly models, while you kept your character under 3000 tirs. It came out very well. I think it can compete with the other models just because you did keep it to a low poly count. Nice textures too. The process of your character creation was cool to check out.
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Old 03-11-2005, 07:46 AM   #171
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cheers joe, much appreciated

I thought that too about 2/3rds of the way into the challenge. Maybe I should have done a high res model first (for cinematic scenes) and created normal maps to put onto a low poly version.
The thing is I enjoy low poly, keeping it on the edge with as little detail as possible and letting the textures do the work.
next time though... *evil cackle*
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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
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