View Full Version : Seuss Time! - ElysiumGX
02-27-2005, 11:29 PM
I'd like to thank r13 and kub for the idea.
The Seuss Time! Machine
Now whether or not I can create this within 3500 polies before next Sunday remains to be seen. But I think I can, while eating
green eggs and ham. And I'll eat them with a fox....etc.
02-28-2005, 02:47 PM
is that cat-in-the-hat roadkill?
02-28-2005, 02:59 PM
02-28-2005, 06:17 PM
needs more exhaust pipes.. or is this a Seussian 4-banger?
02-28-2005, 07:22 PM
[ QUOTE ]
is this a Seussian 4-banger?
[/ QUOTE ]
sounds kinky. I like it!
The polygon limit isn't a problem at all. A few more small details and I should start UVmapping. But, for now...I could use a break.
03-02-2005, 08:10 AM
Finished modeling. Made some changes. Start mapping tonight.
03-03-2005, 10:28 AM
Thanks moppers, glad you could join us.
Those rear tailpipe things are a bitch to unwrap. I should have the whole mesh unwrapped tonight. Now I need to find a tutorial on XSI's rendermaps. I can save the texturing for the weekend.
03-05-2005, 09:56 AM
My scene info tells me I'm at 3290 triangles.
Here it is UVmapped, Rendermapped, and ready for texturing. I may actually finish this.
03-06-2005, 06:49 PM
Posted my finished work here: http://boards.polycount.net/showflat.php?Cat=0&Number=28844&an=0&page=0#28844
This was a lot of fun, and I hope more people participate in future challenges. This was my first model completely designed, and mapped in XSI. I learned so much, and can't wait to do it again. One area I know to be my weakness is texturing.
Here's hoping for many more challenges.
03-06-2005, 09:09 PM
yeah seen your model,it looks very cool and the texture looks pretty damn nice from my perspective...though I second evrything you said....HERE TO MORE CHALLANGES!!!
mine isn't gonna get finished but its given me an opptunity to try my hand at cell shade texture painting as well as how to map some damn abstract objects (curling horn anyone?)
Anyways Nice work mate
03-06-2005, 09:23 PM
Thanks dude. Yeah this experience gave me a chance to learn many modeling, uvmapping, and rendering tools I'm unfamiliar with. I even posted some help over at CGtalk after finding a bug in my applications viewport rendering.
I'm not much of a texture artist, so I may skip this week's in order to finish up to mod work. I'll jump in for kicks if no one else does. Noticing what I'm capable of doing in one weeks time is very motivating. Which reminds me, I need to start making a list of potential challenge topics for kub.
03-07-2005, 07:39 AM
What's with those subdivisions on the pointers?
03-07-2005, 10:49 AM
You mean the clock arms?
Now that I look back, I could spend an hour and knocked off hundreds of polies. You're right, those edges really have no reason to be there. But, 1: I was in a hurry, 2: I'm still under the poly limit, 3: I was concentrating more on learning the app, than game requirements.
I'll do better next time. I really think TK's work duplicates the Seuss style perfectly.
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