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Posted

Thanks guys, lots of useful info! :) I still don't know how to explode my object but give me a minute, I'll figure it ;)

Exploding an object is just a hip way of saying separating the pieces of your mesh. I don't think it'll be necessary for the piece though.

KoKo, srsly nice work. Really dig your sculpting! I'll have to try that script out 8)

Posted

that didn't turn out too great in the final game though, i think the texture also needs a bunch of work - you have scratches that go right over indents in the normal map which kill any illusion of depth. plus the hazard stripes don't fit too well, it doesn't really explain what it's warning you about.

Posted

Yep, I'm not to happy with that too, I've made some bugs at start and they where annoying me till end. I'll start something different now, with some experience how to prepare mesh...

Posted

With the right tweaking of the sub-d mesh, you can cut down on the tris by removing the extrusions where the colored faces are in the pic below. Just a flat face would work perfectly and you'd get better performance plus more UV space to scale up a bit.

normalsi.jpg

Posted

Yep, plus I can make a 1/4 of the model to UV and then mirror it twice so the texture can be smaller and with higher details. Signs can be placed as decals.

Posted

Spent yesterday practicing my Solidworks/engineering skills. It is an intake for a V8 engine (ford 351c). Not including the time for setting up the renders (aka fighting with solidworks), it took about 6 or 7 hours. Click for big!

intakecomplete1.jpg intakecomplete2.jpg

intakecomplete3.jpg intakecomplete4.jpg

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