Forum Competition VII : Modelling Competition

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★ Black Lounger ★
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Looks very nice, good job man.
 
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Small update on my entry - UV Mapping done, now standing at 938 polys.

Theres a lil' something hidden on the model that I will be saving for the final render.. I will give you a hint its not a toaster D:
it's nice dude, but the wrist and the sleeve part looks weird.. it looks like the wrist is very thin..
besides as i can see the knee would'nt deform very nicely.. i think the elbow too, unless u added some polies there ;)
you could add some detail too.. u have more then 700 spare polies :)
 
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it's nice dude, but the wrist and the sleeve part looks weird.. it looks like the wrist is very thin..
besides as i can see the knee would'nt deform very nicely.. i think the elbow too, unless u added some polies there ;)
you could add some detail too.. u have more then 700 spare polies :)
Already rigged it to a skeleton to test the deforming, it deforms fine :p.

Wrists arent too bad, its built on the inside of the sleave (the part hanging over the top of the hands) but I will scale it out some more so it smooths out more with the lower arm.

Details arent a huge thing to worry about on a HL1 model imo, I may add some detail however most of it can be done on the textures :)
 
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lulz, i think we had the same ideea with the final render ;p
i'm interested how the hips are gona deforme and how are you gona skin on tha balack thing on the torso ^^
 
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managed to cut some useless polies down.. and added some where needed
now the polycount is 1596.
it's uvmapped and skinned, but want to finalize the texture before posting ^^
 
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Amazing, even so you got a whole month to work on it most of u have already a complet model just w/o textures ready! Cant wait to see whats coming in a week or so:D
 
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nice start vip3r ;)
i'm almost finnished with my entry though..
needs the RR logo on the chest and some texture fixes here and there...
 
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Very nice friskie, I'm loving it, the skin is coming along nicely and is very close to ESF's skinning style. However, there is a problem with it, the light sources for the skin are all over the place, the lower part of the chest armour is being lit from below, while the chest is being lit from in-front, and the shoulders are being lit from on-top, then the black bit in the middle is being lit from the right and the bracers are being lit from underneath. If you're having a problem choosing a lightsource while skinning, I tend to think of it like to think of it as 2 lights above the character, one a bit in front one a bit behind, both pointing at the model, then think of where the light falls from these two lightsources and paint your skin according to that. The skin is good, but the inconsistency in it makes it loose a lot of definition. That being said it's a great piece of work. I'm expecting the same from the rest of you :p
 
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yeah i noticed it myself, so did final shine.. gonna try and fix it
thanx david ;) oh btw i missed his earrings
EDIT
i just started editing his armor chest texture, changed the lightsource and it looks way better now! etleast i think so.. updates soon xD
 
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best way to fix lighting is to put a couple of lights into your max scene. press 0 go through your options, and bake the lighting onto your map.
 
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sorry for doubleposting, just wanted to bring attention.. =x
- Did some texture fixes
- Added earings
- Added logo
 
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Very nice update man, however the RR logo need fixing, its slanted and it really should be straight.

I will update mine in a few days, Way to busy right now texturing my Midgar model and working on some issues in the UT3 editor with it.
 
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All looking great so far, it'd be a shame for any of them not to be used.

I wish I could model or learn to but A-Levels aren't giving me enough time...
 
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Wow i missed this thread by a mile!

I don't think i'll be entering now, since i don't have any chance anyway.

Maybe the next competition then.
 
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You guys have plenty of time.
 
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