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Thread: good cliffs

  1. #11
    Senior Member
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    Re: good cliffs

    not too keen on making a tutorial lol?
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  2. #12
    chilango Con's Avatar
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    Re: good cliffs

    Maybe I'll make a tutorial later.
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  3. #13
    Senior Member Chewy Gumball's Avatar
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    Re: good cliffs

    The method of modeling doesn't have much to do with the program used. Only the tool names, layout and option names would be different. With an obvious exception being zbrush/mudbox. Not going to be doing multi million poly sculpting in max/maya very much.
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  4. #14
    aka [TOG]b-rad
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    Re: good cliffs

    yea.. ive found that even with a pretty darn good computer such as mine max even starts to super lag once i get over 200k pollys. zbrush tends to handle it much better though.
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  5. #15
    Hey there! Llama Juice's Avatar
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    Re: good cliffs

    Why would you need over 200K polys?......
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  6. #16
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    Re: good cliffs

    to look good lol, that's what normal maps are for
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  7. #17

    Re: good cliffs

    You can't apply a normal map to an entire level's cliff as they need to be tiled... The best method for cliff modeling is to create the basic shape of the map in a subdivided box, delete off the top cap of the box, and then subdividing and splitting polygons then moving around edges and vertecies to shape in details of the cliff.
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