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Thread: Quick Crit thread 2012

  1. #141
    Senior Member =sw=warlord's Avatar
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    Re: Quick Crit thread 2012

    UNSC Scythe for a project I'm helping out with.
    Working on the high poly at the moment, some parts have turbosmooth on, some don't.
    Still got some major details in need to being placed.

    Quick video showing its axis points.

  2. #142

    Re: Quick Crit thread 2012

    always liked the design of that thing.

    also, which project?

  3. #143
    Senior Member =sw=warlord's Avatar
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    Re: Quick Crit thread 2012

    I'm working with Venerance at the moment.
    It's a non profit indie using CE3, my model isn't completely accurate to the source for instance the legs, but the level this might end up in takes place at Sigma Octanus which wasn't a cutting edge military installation so I took that into account and added a more primitive design for the legs.
    Main detail missing is the grooves into the main section just above the legs, I'm deciding on whether to use the concept idea or to go for a paneled look.

    The ammo belt mesh is giving me some troubles though.
    I've currently got it as a box running along a splined path deform, I'm not entirely sure how to keep it in it's deformed state, if you know what I need to do, I'd appreciate it if you let me know.

    E: found the snapshot tool to sort out the belt.
    Last edited by =sw=warlord; April 23rd, 2012 at 06:47 PM.

  4. #144
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Quick Crit thread 2012

    Delicious. Can't wait until I start working on this stuff again.

  5. #145
    Senior Member =sw=warlord's Avatar
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    Re: Quick Crit thread 2012

    I think, this will do pretty nicely.
    Now onto details like rivets and what not.

    Last edited by =sw=warlord; April 24th, 2012 at 04:18 PM.

  6. #146

    Re: Quick Crit thread 2012

    I've imported a sculpt from Sculptris into Blender, retopo'd, unwrapped and am trying to bake normals

    anybody know what the fizzuck could be causing these weird-ass seams?



    Last edited by t3h m00kz; April 25th, 2012 at 10:52 PM.

  7. #147

    Re: Quick Crit thread 2012

    Quote Originally Posted by t3h m00kz View Post
    I've imported a sculpt from Sculptris into Blender


    WELL THERE'S YOUR PROBLEM!

    (but it looks like unwelded vertices)

  8. #148

    Re: Quick Crit thread 2012

    CLEVER!!!!

    I'll check that out ;}

  9. #149
    a bit of the old in-out Roostervier's Avatar
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    Re: Quick Crit thread 2012

    it may be your overlapping uvs

  10. #150

    Re: Quick Crit thread 2012

    Didn't have any open edges or double verts/edges. I guess blender's baking just blows. Xnormals baked them out like a pro.

    A few problem areas, but that's most likely bad topo.

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