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Old 10-01-2006, 10:13 AM   #16
dae
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jhubbard:
The reason why I have the two, is simply because I want to bake down the detail from the High poly mesh to the Low poly, if this was for a real game and if there are more than one character on screen the low poly would run better than the high poly, but as game engine's continue to develop, they are able to operate with much more detailed models and more of them at once.

Jay:
Thanks, most people tend to make Werewolve's thin and gangly, good if he/she is evil or they go the other way and make them to animal like, I was going for more of a heroic shape.

low Poly count: 1550

Dae
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Old 10-01-2006, 11:44 AM   #17
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look great dae. I,m sugest to use polygone cleanup option to fixe some border edges on the you model.

continue look great...
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Old 10-01-2006, 08:35 PM   #18
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Thanks Vim,

low poly: 3506 (thats including tongue and teeth)


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Old 12-01-2006, 11:54 AM   #19
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5712 polys



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Old 13-01-2006, 03:43 AM   #20
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Looks great! Did you use the cylinder + cube technique Mike did for the head in his book?
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Old 13-01-2006, 08:38 AM   #21
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Thanks jerj, yeah I used mostly cylinders for pretty much every thing then shape accordingly.
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Old 14-01-2006, 02:08 AM   #22
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I think the stomach could be worked on a bit more.

Looks good! Keep it up!
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Old 14-01-2006, 01:19 PM   #23
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nice, but I think the hand is a bit flat...
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Old 14-01-2006, 03:24 PM   #24
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Hey Dae

Yeah I agree with Matt on the hands. Id bulk those up a bit to match the feet, especially since those have undergone a huge change in the 'transformation' from man to beast, it would help if the hands were changed more too, maybe bigger all round but with longer nails too, Then it should help to sell it more as a lethal killing machine. Perhaps have a look at some reference of Anubis warriors from the Mummy Returns movie, those looked pretty damn good.

Good work overall though, Ive still yet to make a games character...

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Old 16-01-2006, 09:08 AM   #25
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Thanks guys,
I will do another version of the hands a more mutated version,
I dont really want to do to much detail in the low poly mesh, want to keep it simple.

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Old 30-01-2006, 10:05 AM   #26
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Hi all

Well I beefed up the size of the hands, made the knuckles more noticable
anyway here is a normal map test, it has been a long time since I did a normal map



both are screen grabs from maya with High Quality on.

Dae
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Old 30-01-2006, 10:35 AM   #27
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nice dude .. u got him looking ripped
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Old 30-01-2006, 12:19 PM   #28
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hi. what did u use to generate the normal map?

maya or 3rd party tools?
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Old 30-01-2006, 05:04 PM   #29
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just a question Dae when you have the normal map of your object were you connect the file texture (normal map) to make this result
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Old 31-01-2006, 08:27 AM   #30
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used maya to generate the normal map, I connecetd the outColour node of my map to the normalCamera node of the Blinn material.

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