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Old 17-09-2007, 05:09 AM   #31
jhaydock
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Hey looking really nice especially the way the mesh flows! looking forward to seeing it textured.

converting to nurbs can be good for avoiding the time needed to UV map but have you tried projection mapping? Especially for some of the smaller parts, I think you'll get some nice results from building your shading network up in the hypershade using layer textures and projections (set to triPlanar) and if needed you can always convert to a file texture if render time (reading all those nodes) becomes an issue. Its not everyones prefered technique but it works well in some cases

Keep it up

J.
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Old 17-09-2007, 06:31 AM   #32
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Default Hi there

Nice work.
Last year I took the same tut. That was then my first ever model.
Never got to texture it, seen the busy workflow here at the office.
Rendered some occlusions, for me that is always the coolest :-)
Here are some pics of what I came up with.
in the end it always comes down to personalisation

Anyhow, can't wait to see it renderen

Keep up the good work.
If you're going to rig it and animate.... That would be awesome!!

GR
M
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Old 17-09-2007, 06:32 AM   #33
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Default And...

...the front side.


Hope you like it!
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Old 17-09-2007, 12:16 PM   #34
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The modeling is perfect! no comments there!!!

However, and this is just a minor issue offcourse, the gatlings will always be pointed in the same direction as the big guns.
Due to their placement their rotation circle is very small.

If a target could be taken out by the gatlings, you wouldnt need the big guns, and if a target was to be taken out by the big guns, chances are the gatlings are not very effective against it.

A little suggestion, please take no offence, replace the gatlings with missile racks, and mount the gatlings underneath the torso on a turret.

That way the gatlings can sweep out the lighter units in front of the mech, while the big guns are aimed at that enemy armor, with missiles ready if it should prove insufficient.
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Old 17-09-2007, 03:59 PM   #35
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Thanks, cut_the_krab. Nice model, I really like those fans in the back. I donít know if Iíll animate it, but Iíll try my best to rig it.


Thanks, DDSilver. I have 2 comebacks for you:
1. What happens when the big guns run out of ammo?
2. Who the crap wouldnít want gatling guns?

Anyway, almost another hour and a half of work. My scheduleĎs been going crazy with school, some yard work for someone, etc., and I hope to finish texturing this by the deadline I made myself (October 2).

First, hereís a pic of the UVs for the main part:
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Old 17-09-2007, 04:00 PM   #36
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Hereís a pic of the work I did today. I almost have all of the leg done.
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Old 17-09-2007, 04:02 PM   #37
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And hereís the UVs for the leg:
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Old 17-09-2007, 10:31 PM   #38
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Quote:
Originally posted by Jr.Who

Thanks, DDSilver. I have 2 comebacks for you:
1. What happens when the big guns run out of ammo?
2. Who the crap wouldnít want gatling guns?

[/b]
Well, its not that I comment on having gatling guns, its their location

And what happens when the big guns run out of ammo? someone at supplies will get fired I wager

If you look at Modern day heavy armor, you will see that their light weapons can move completely independant from the main gun. They can point in the same direction but dont have to...

Military vehicels are a hobby of mine... I guess thats why it just looked a little odd to me.
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Old 20-09-2007, 07:34 AM   #39
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Within the past 2 days Iíve gotten almost 3 hours of work done on it. This is reminding me how much I suck at UV mappingÖÖ

Anyway, Iíll just post all the UV snapshots and stuff when Iím completely finished with it. Iíve only got a couple more things left to map.

Hereís a pic of all the things that are mapped:
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Old 20-09-2007, 07:48 AM   #40
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it looks like youve still got a bit of stretching on the main body on the extruded bits, it probably wont matter unless your going to make a rusted look to it.

I probably would planar map the whole extrude then select the UV's then scale them up to match.
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Old 23-09-2007, 02:32 AM   #41
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Quote:
Originally posted by gster123
it looks like youve still got a bit of stretching on the main body on the extruded bits, it probably wont matter unless your going to make a rusted look to it.

I probably would planar map the whole extrude then select the UV's then scale them up to match.
Thanks for the advice. I fixed a couple of the spots, but Iím not too worried about them. Iíll just have to be careful with the brush around those areas .

After the last 2 days Iíve spent about 2 hours on it, messing around with the UVs.

Hereís the pic of everything:
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Old 23-09-2007, 02:33 AM   #42
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Hereís a UV map of the body, the guns, and some other things:
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Old 23-09-2007, 02:36 AM   #43
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And hereís a UV map of the leg, the thing in the middle (that the bodyís connected to), and more little things:

Now, on to the fun stuff!! :attn:
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Old 24-09-2007, 12:32 AM   #44
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Man, it feels good to get away from UV mapping, and start doing something fun again!

I spent about an hour of work on it today. IĎm going for a snow camo look (like in the BF 2142 trailer).
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Old 24-09-2007, 03:17 AM   #45
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Default Ho Ho Ho

Santa's Mach Machine
Cool shit dude

Smooth it maybe?

Keep up the good work

GR
M


:attn: :attn: :attn: :attn: :attn: :attn: :attn:
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