i'll cover models if anyone needs em
Posts by Kedhrin
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interesting, i might be interested, i'll contact you.
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Very nice, i wish i could model as smooth as you, you have an extreme amount of control on your edges and flow of polygons. I also like your style for your characters, sort of cartoony but not too much, i can't model in that style.
bravo
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lookin good, keep up the good work
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the reason its like that is because i am making the model off of more than just one reference picture. On the model sheet that was made, the shape of the visor matches it exactly, the problem with samurai pizza cats is that characters shape changed in almost every scene in some way, if it was eyes spreaded apart or put together, to minor things like what you pointed out.
i'm just trying to make a median of all of them.
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[Blocked Image: http://peeves.noobgrinder.com/GuidoProgress.jpg]
DERP DERP DERP
going to remake hands, i just did a mesh smooth cuz they where pissing me off.
derp.
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well, its possible to get a perfectly straight line with slice, but you better double checkk, use the un uniform scale and scale the axis where they are supposed to be straight to 0%
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not enough cheese
looks magnificant blazzle pie
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The only scary games i have ever played are
Nocturne
Blair Witch Volume 1 and 2
Silent Hill 1 and 2
Resident Evil 1, 2, 3
Clive Barkers Undying
i haven't had the chance to play any other scary games tho i really want too.
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Fabi
the reason why i'm hesitant to post the poly count or the wireframe is because i'm still working on it and i don't like posting early stage technicals because people tend to go bezerk when they hear it, the head is in good moderation right now but i will optimize it later when cleaning the model up.
also, i'm trying to find out of hl2 models support open edges, if so, i can remove a lot of polygons that are inside the helmet which i really need to do.
you also see a line going down the middle of the model because i haven't welded the vertices yet. the model is asymetrical, so i model half, copy the other half as a reference and get it close to the middle
the smoothing groups should be fine after i tweak with them for a bit tho

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hmm, i'll post some more screens this weekend
well about smothing groups, i'm using seperate smoothing groups all over the model because i don't want it to be smooth all over, like on the edges need to be sharp, the poly count is good for my budget (7,000).
this mod is not intended for low end pc's.
i am going to add some more polys to the cheaks to give it a more rounded look later.
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that car looks good
only problem is a tad bit blurry
also, black mesa is located in Arizona, the wheel should be on the left side not the right. but thats not really important.
anyways, i'm going to use some textures for my kakariko map,
i'll give proper credit. -
plz frie champ, spc rulez

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A model for the Samurai Pizza Cats Mod i'm working on...
full animatable lips/eyes/eyebrows/cheak bones
going good so far

wish me luck
[Blocked Image: http://img91.exs.cx/img91/3577/Guido_Stage_5.jpg]
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its not direct x 9 keeping you back
its SM 3.0
i take it thats whats causing it?
or could be SM 2.0
maybe your card is that bad, i dunno.
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really big cock.
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can i use some of these textures for my kakariko map?
and btw...why is that last stop sign out of shape?
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nice use of polys OL, looks great, now texture it!

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awesome statue model
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oh man...if i could only post my beginnings, i think the most rediculous map (i had no idea about optimization because i didn't have the internet) i ever made was in quake 1, where i buit this HUGE cliff side with about 100 monsters all over it, and off in the distance was a gigantic castle lol...
you started off the map and in front of you was 20 hell knights on a platform with a bridge between you and them....
you got a rocket launcher and well ya know, you can figure out the rest.