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Old 14-01-2005, 08:16 AM   #76
sandman300
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Arms and head reworked, goodnight.|)
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Old 14-01-2005, 06:09 PM   #77
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Looks much, much better
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Old 15-01-2005, 06:57 AM   #78
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thanks, Im getting close to the end. Im working on the bump for the legs.

so in total thus far, it has 6564 tris and 15 512 maps. the legs color map will make 16, which as far as I can figure is the limit of this comp.

once Im done, should I post each of the maps?
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Old 15-01-2005, 06:02 PM   #79
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The biggest flaw I see with it so far is that it's looking so good that it might win, which would mean I did't win, and that's a BIG flaw

15 512 maps... is that all channels or just color maps?
Looking cool, keep at it!
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Old 16-01-2005, 01:26 AM   #80
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thanks for your support, I had to cut it down to the color and bump maps. The way I set it up, I modeled the right side (set up the UV maps and then mirrored it. this was fine early on when I was thinking symmetrically. But then I decided to dirty it up. To compensate for the symmetry problem, I selected the left side geometry, copied the UV map renamed it and then cleared the left side from. the down side to this is that I needed twice the number of maps. on the plus side the geometry is larger on the map (because there is only 1/2 of it) and thus the maps are smoother. 4 maps for the head, 4 maps for the torso, 4 maps for the hip, 2 maps for the arms and 2 maps for the legs. Im thinking of reducing the hip maps to 256 so I can have 2 more for the legs. All in all I think its actually less work to do it this way. Although this is my first attempt at UV.
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Old 16-01-2005, 07:54 AM   #81
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I like it man its cool
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Old 16-01-2005, 07:37 PM   #82
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couldnt you keep your map for both sides...do the copy stuff to form another map of both sides and dirty this alone, then you would have 3 not 4?

you may be able to do the same for bump too, but im not sure how many bump / texture maps you can stack.

this would give you 6 maps (if the whole body side is one entire map)
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Old 16-01-2005, 07:39 PM   #83
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Don't forget, all your textures must keep within 2048x2048 total space!
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Old 17-01-2005, 01:21 AM   #84
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Im not sure If I explained it right. The base texture that is the same for both sides, I used for both sides, the rust was added to the left and right sepperatel. The base component of the texture and the assymetric component were then merged to form one texture. the assymetry makes the textures on each half look like one continuous map. so for the torso there is 1 left color map and 1 right color map, 1 left bump map and 1 right bump map.

Im posting the bump for the left side of the torso. Since I UV maped only 1/2 the torso I only had to paint 1/2. I then could put it back into lightwave, layre on some procedurals and gradients and bake out the rust. then back to photoshop for editing then I can use the baked immage to modify the bump map and put it back into lightwave to bake the final color map. Using the same procedurals and gradients for the left and right makes the texture seamless.

I hope this explains this better.
Oh and Im making sure that Im staying well within the size limits.
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Old 18-01-2005, 03:42 AM   #85
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the last of the texture maps are done. with the legs fully textured. I going to try and rig and pose it.:p
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Old 18-01-2005, 07:13 AM   #86
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first test pose...I was thinking of making up a quick time VR. But first I need to figure out how.:p
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Old 19-01-2005, 01:32 AM   #87
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another pose.

I have a small problem, maby someone knows what Im doing wrong. I set up some bones for the leg hoses, I set a null as the goal at the bottom end, and set up IK, the IK works but it dosnt stick to the goal. maby someone knows a tutorial for doing this (or another way to do this). thanks:p

One last thing, now that the maps are done, do I need to post them ?
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Old 19-01-2005, 01:40 PM   #88
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The main thing I'd like to see is a metal texture where there are large swathes of green or grey flat color. I don't necessarily mean a bump map.

Something like this - http://www.planit3d.com/source/textu...l/metal050.jpg

Also, at the moment, the rust just seems splattered everwhere without any real thought as to where rust would really show up. It also seems too thick to me.

http://dhein.no-ip.org/Travel/US_200...ld%20block.jpg

Looking good though! Keep it up!
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Old 20-01-2005, 02:47 AM   #89
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I thought about what you wrote and I reworked it a little. I droped the damage from the bump maps and added the metal texture (thanks) . I think it gives it a more ware n tear feal.

As far as the rust. probably was a little too thick. I tried earlier on to distribute rust in a more logical manner but it just looked too forced.

Oh I fixed the IK problem.
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Old 20-01-2005, 03:01 AM   #90
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another pose with slight modification to the geometry.
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