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#1 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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not sure if i have to enter as a n00b or normal. but since i have not much experience with low poly characters, i will enter as a n00b.
got inspired by an insect mod for half-life 2. so i thought i will try to model a libelle ( not sure how you call those bugs in english, but in the netherlands they are called libelles ). close up reference: http://rongar.gmxhome.de/fotos/libelle1mag.jpg top view reference: http://www.globe-germany.de/schulen/...age/Biglib.JPG |
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#2 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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Nice one Bullet. Looking forward to seeing your progress on this one - given the available poly counts you should be able to get some fairly substantial detail into this one...
FYI, in English we call those a Dragonfly... |
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#3 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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it only have 178 triangles at the moment. so i think it could use some more! but i will add more detail later when the main body is done.
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#4 |
Registered Member
Join Date: Jul 2004
Location: ENGLAND UK
Posts: 391
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good start bullet
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#5 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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thanks speedy, here's a small update. Main body is done, it only has 1666 triangles at the moment so i can add lot of detail
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#6 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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mmh forget to attach the images!! here it is:
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#7 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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You could probably have the legs inserted into the body without merging them completely to save some geometry and it still look ok. If you need to, of course.
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#8 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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thanks mike... i didn't thought of that, i redid the legs anyway and here is the result. They are also UV mapped. but the texture could use some improvement (especially the hair ).
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#9 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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OMG
![]() i have to learn to attach the image... sorry!! here it is: |
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#10 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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Looking good.
![]() You might be able to save some polys with the hairs sticking off the legs using alpha-mapped planes rather than thick geometry. |
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#11 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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lookin' good Bullet!:tup:
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#12 |
Full Access Member
Join Date: Sep 2003
Location: Singapore,
Posts: 913
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Looking its on the right track. Hi there bullet.
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#13 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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thanks guys... and mike: the hair is allready alpha-mapped but because of low res texture it looks a bit weird!
thanks for the tip though! |
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#14 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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ah, under closer scrutiny, I see that you are using alpha. Good! :tup:
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