Lee3dee Posted November 11, 2005 Report Posted November 11, 2005 Working on a 12 day challenge over at Polycount.com. Started on Nov 8th - ends Nov 20th. Requirements: 1024 triangles 512x512 texture map 512x512 spec map 512x512 transparency map My model clocks in at 1020 triangles, currently UV unwrapping at the moment. Lee Quote
Kamikazi! Posted November 11, 2005 Report Posted November 11, 2005 Post some renders I think he mentioned the minor detail that he is just now unwrapping the model. Quote
von*ferret Posted November 12, 2005 Report Posted November 12, 2005 you can render things flat shaded last time I checked. Quote
General Vivi Posted November 12, 2005 Report Posted November 12, 2005 wow very nice and inovative Quote
Minos Posted November 12, 2005 Report Posted November 12, 2005 uh, you don't need to texture a model to do a simple render. People do it all the time. Quote
hessi Posted November 12, 2005 Report Posted November 12, 2005 maya is da pwn http://home.arcor.de/der_hessliche/tuto ... rkflow.pdf a new tutorial that i have written yesterday. it's on "how to setup maya to work with hl2" Quote
Hourences Posted November 12, 2005 Report Posted November 12, 2005 Rendering such model might make it hard to see what you look at due to the lack of wireframe on top of the faces so his printscreens are fine Is there a polylimit ? Some things are quite low poly like the pillars and those cube things at the bottom of the pillars, they look real basic and thick. And maybe you could add a little fence around the thing. And the triangulation of the base platform is wrong. Quote
Zacker Posted November 12, 2005 Report Posted November 12, 2005 Is there a polylimit ? Yep, 1024. Quote
Lee3dee Posted November 14, 2005 Author Report Posted November 14, 2005 about 80% done texturing the pagoda. A few tweaks, then moving onto the dragon. Quote
von*ferret Posted November 14, 2005 Report Posted November 14, 2005 your texturings kinda stands out. No real consistent color scheme. No blending like I find a lot of envioronments do naturaly. This is most apparent in your base and stone walls. The stairs kinda merge with the base, and than the base doesn't merge at all with the stone walls. maybe add a trim of that brownish color ontop of the bluish stone to make it more consistent? Quote
KoKo5oVaR Posted November 14, 2005 Report Posted November 14, 2005 The roof looks good to me, but indeed, i think you should try to remake the texture of the base, it's too "empty", it needs way more details to not just looks like a generic texture. Quote
General Vivi Posted November 14, 2005 Report Posted November 14, 2005 its decent for a very low poly model . i love that your doing this . its very cewls Quote
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