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Author   Topic : "lpm"
duck
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Joined: 15 Mar 2001
Posts: 137
Location: Seoul,Korea

PostPosted: Thu Dec 06, 2001 7:26 pm     Reply with quote


p600~750

m256.256
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[Shizo]
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Joined: 22 Oct 1999
Posts: 3938

PostPosted: Thu Dec 06, 2001 8:27 pm     Reply with quote
sweet sheet
what program you modeled in? what game is it for?
and uhh your url dont work
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Bilbo
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Joined: 31 May 2000
Posts: 356
Location: Israel

PostPosted: Fri Dec 07, 2001 4:42 am     Reply with quote
Cool! the skins are awesome, so unique ,detailed and colorful.. especially considering the 256x256 size.
the models look good, although a bit low on polygons by today's standards..why is that?
what kind of game will this be?
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melted petal
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Joined: 11 Dec 2000
Posts: 82

PostPosted: Fri Dec 07, 2001 6:29 am     Reply with quote
looks pretty nice, especially if those guys are going to be small on the screen. only thought is it looks like the models are closer 500p instead of 650ish.

the textures on the little guys are kinda confusing, almost like their is too much detail toreally be able to pick it out with the shape of the models. All in all it looks pretty nifty. Nice and fairly unique characters. Love the way the guy is riding a chair on that guys back.
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Quasar
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Joined: 01 Oct 2001
Posts: 355

PostPosted: Fri Dec 07, 2001 11:30 am     Reply with quote
They all look great duck!!! Don't listen to the guy above he probebly never even made a model before. They look great for being so low poly and 256x256 textures!!!
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Sat Dec 08, 2001 2:34 am     Reply with quote
multiple charecters per model, nice solid feel plus the texture's great and there's no real visible seams, awesome models there duck!!
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Keto
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Joined: 28 Jan 2001
Posts: 67
Location: Agoura, CA

PostPosted: Sat Dec 08, 2001 7:24 pm     Reply with quote
first off i like 'em not what i expect from you

Quasar : stop being a butt, it was perfectly valid critic no reason to judge his modeling skills.

one thing that you could possibly use is see if you engine can use masked (alpha) textures, i think it would be help for the cloth to lower pcount and increase detail, especially to the cloth behind the little guy on the cyclops shoulders, that cloth appeasr to be jagged because of the polys, could make it flat and mask it. the wings on the big insect and the gargoyle(?) wings could also benefit so as to not look so jagged.

the big cyclops is funny, good job.
-Keto
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NextGen
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Joined: 24 Apr 2001
Posts: 149

PostPosted: Sun Dec 09, 2001 9:11 am     Reply with quote
Duck, as usual some great stuff. What program are you modeling in? and are you unwrapping with the same program?
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Quasar
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Joined: 01 Oct 2001
Posts: 355

PostPosted: Sun Dec 09, 2001 9:55 am     Reply with quote
Next gen I use 3d max for modeling ..is there a better program for unwrapping ??

I find there tools to be very primative in this area. I have wrote some of my own scripts for making the unwrap tool better but it still needs some stuff I am not able to write.
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duck
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Joined: 15 Mar 2001
Posts: 137
Location: Seoul,Korea

PostPosted: Sun Dec 09, 2001 6:34 pm     Reply with quote
3d max
i just use 'unwrap'
thank you...
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