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#16 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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and from behind it
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#17 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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You might be able to free up some polys by not making some things merged together. For example, here's a link to a game character I did for my book. His shoulder pads, leather bands, etc are not merged with the body's geometry:
http://www.mtmckinley.net/book/silenus_steps.jpg Looking forward to seeing it textured! But don't forget, lighting is the big focus of this challenge. Keep it up! |
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#18 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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thx mike,
oooo didnt know you could do that, your book looks great carnt wait till december for it. thx for the info i will try edit it to try and do that, that would free up to about 100 id think |
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#19 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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i changed my scene idea im thinking of having really dark almost siloutes characters, in a forest type look with light shining through the trees with like a orange glow under neath
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#20 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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checked after uv done
http://img63.exs.cx/img63/2739/checked.jpg a small test to see how it would look in colour after noticeing some problems in the checked http://img63.exs.cx/img63/249/test26.jpg which is here across the seam in the middle i dont know what it is http://img63.exs.cx/img63/9542/prob3.jpg can be seen better here http://img63.exs.cx/img63/1305/prob4.jpg |
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#21 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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small bits of extra detail on texture on leg armor (probably will redo this as it sucks)
http://img100.exs.cx/img100/258/testrender.jpg |
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#22 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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afew more little bits around mostly things for me to see for shadows etc more to come but im tired now
http://img84.exs.cx/img84/9849/closer.jpg |
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#23 |
Full Access Member
Join Date: Apr 2003
Location: Hampshire, UK
Posts: 362
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looking very nice, not to sure I can help you with that seam as I have not done much uv mapping in Lightwave, hope you have time to do the rest of your scene.
Dae ![]()
__________________
"I THINK, THEREFORE I AM" René*„escartes |
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#24 |
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Join Date: Apr 2004
Location: Brisbane, Australia
Posts: 193
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Looking good sharp, good luck with the comp
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#25 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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Could that seam possibly just be the red in the texture? Although you seem to be able to see it untextured to.
I'm not very familiar with LW, but I would imagine it has Normals, right? Perhaps half of the geometry's normals are reversed? |
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#26 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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Looking good so far Sharp!!! That seam is not really visible from far away... Maybe u could try welding some stuff together or something???
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#27 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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i think it was aproblem with the texture now i have different textures and its not there
![]() Last edited by Sharp; 28-11-2004 at 05:35 PM. |
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#28 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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another failure
![]() im gona stop doing this now as when i get to texturing i jus get bored outa my head using the mouse. so as soon as i stop paying for maya im gona get a tablet an learn maya hopefully it will b much more fun then with a mouse. |
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Thread | Thread Starter | Forum | Replies | Last Post |
July/Aug - Noob - Sharp | Sharp | Previous Challenges & Competitions Area | 23 | 28-08-2005 09:29 PM |
Sharp - noob - dec/jan | Sharp | Previous Challenges & Competitions Area | 39 | 28-02-2005 12:14 PM |
aug/sept - noob - sharp | Sharp | Previous Challenges & Competitions Area | 34 | 18-08-2004 06:02 PM |
June - sharp - noob | Sharp | Previous Challenges & Competitions Area | 64 | 30-06-2004 12:13 PM |
May - Noob - Sharp | Sharp | Previous Challenges & Competitions Area | 10 | 31-05-2004 09:28 PM |
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