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Old 17th February 2010   #31
drew.w
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I'll model a boot. :D
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Old 20th February 2010   #32
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Quote:
Originally Posted by Ihazard View Post
Hurrp I'm a durrp :3

http://i711.photobucket.com/albums/w.../character.png

done a sculpt actually just haven't rendered yet. Did a hardsurface helmet & night optics too, but might keep that hidden away as its shitty :P
wow! that vest looks great! But as Drew said, proportions
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Old 7th March 2010   #33
Ihazard
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yeah I was bored today, all the pieces are on seperate maps, thus why it doesnt match up HURR DURR, anyway, just a bit of practice, thought I'd show that I am still working as ever :D
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Old 7th March 2010   #34
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I actually like the proportions on that but mirrored uvw's can die
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Old 8th March 2010   #35
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ethiopian legs I know but meh. Yeah the head I did seperate and was being lazy so just symmetry'd it which I really regret as I can't do anything decent with it :/
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Old 8th March 2010   #36
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Phillis! It's a good model. I would say work on your proportions some more!

Make a nice base mesh in Max, get things like pockets, zippers, and basic fold shapes worked out. You'd be surprised how clean geometry done in Max can help your sculpt.

Also things like pockets and zippers, and whatnot can really help with texturing if you have a good AO Bake.

-Legs that have camo, should each have unique UV Space. Plain cloth can be mirrored.
-I would use a separate map for the face, but each side have it's own UV Space.
-Also, try and not use symmetry for expressions, so he has a unique expression somewhat. It's too expensive to run animations on characters, so make him look mean, and tuff!

Map everything like pants, pouches, gear, hands and everything but the face on ONE map. Explode your bake, and bake it all @ one time. Speeds up your process.


Hope this LOAD of info helps.
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Old 8th March 2010   #37
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yeah I realise the legs are too skinny :(.

I was being rather lazy on this that's why it's piece by piece and seperate maps. I REALLY enjoyed it though hahaha .

Tbh I should plan out my models more, but practice makes perfect I guess haha.
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Old 8th March 2010   #38
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Quote:
Originally Posted by drew.w View Post
-Also, try and not use symmetry for expressions, so he has a unique expression somewhat. It's too expensive to run animations on characters, so make him look mean, and tuff!
Hang on, this is wrong. Every citizen in HL2 has expressions
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Old 9th March 2010   #39
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Quote:
Originally Posted by JLea View Post
Hang on, this is wrong. Every citizen in HL2 has expressions
What I meant was to costly to make, and build. For a enemy soldier who generally doesn't talk, such as in the COD series.

Would be pointless to have all these draw calls, and whatnot for a damn soldier who you would kill really fast.

Oh, and
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Old 13th March 2010   #40
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face has the most work done so far, still needs hair alpha planes. Body is just colours and patterns, one of which is out of line :|.

Gonna take this image into photoshop and show you whut I gotz pl4nned
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