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			<title>AO - Issue with UDK</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76664&amp;goto=newpost</link>
			<pubDate>Sat, 11 Sep 2010 02:38:41 GMT</pubDate>
			<description>Ok so i figured out that udk uses a defualt AO in its world properties, and as you can tell its way to big and silly looking and i would like to...</description>
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<div>Ok so i figured out that udk uses a defualt AO in its world properties, and as you can tell its way to big and silly looking and i would like to scale it down. The issue is there is only a check box for the ao post processing. Does anyone know if their is away for me to keep the AO but scale it back a bit? thanks <img src="http://fc05.deviantart.net/fs70/f/2010/253/8/a/udk_issue_by_bit_winchester-d2yglp4.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=63">UDK</category>
			<dc:creator>BradleyWascher</dc:creator>
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			<title>Japanese swamp garden</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76663&amp;goto=newpost</link>
			<pubDate>Sat, 11 Sep 2010 00:48:04 GMT</pubDate>
			<description><![CDATA[Ok...so I need a big critique on this- please tear 'er apart! 
 
Lit in -UDK, 
-Around 80k tris total 
Textures are generally 1024x1024, but smaller...]]></description>
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<div>Ok...so I need a big critique on this- please tear 'er apart!<br />
<br />
Lit in -UDK,<br />
-Around 80k tris total<br />
Textures are generally 1024x1024, but smaller things are at 512x512<br />
<br />
After the Dropship model I re did, I knew this was going to be my next piece I was going to push and polish even further...<br />
<br />
I know a lot of things need work, lighting and FOV, maybe expand the work more into a &quot;valley&quot; type level. Also more objects and detail, overall construct the level layout better.<br />
<br />
The idea is this was inspired by a Fantasy Action/RPG game, not any one in particular, I took some ideas from a lot of different games and mashed them together, but all in all this ideally would be for an action RPG game. <br />
<br />
Anyways, thoughts/comments and critiques are much appreciate and needed.<br />
<br />
Thanks.<br />
<br />
<img src="http://i764.photobucket.com/albums/xx285/Chris95108/japaneseswampgardentopdownview.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><img src="http://i764.photobucket.com/albums/xx285/Chris95108/japaneseswampgarden04.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><img src="http://i764.photobucket.com/albums/xx285/Chris95108/japaneseswampgarden03.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><img src="http://i764.photobucket.com/albums/xx285/Chris95108/japaneseswampgarden02.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><img src="http://i764.photobucket.com/albums/xx285/Chris95108/japaneseswampgarden01.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><img src="http://i764.photobucket.com/albums/xx285/Chris95108/japanesegardenwireframe.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=42">Pimping and Previews</category>
			<dc:creator>CNecron518a</dc:creator>
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			<title>lip sculpting technique</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76661&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 23:12:40 GMT</pubDate>
			<description>hey, iv been trying to model lips in zbrush and iv been having a fair bit of trouble with them and i was wondering whats the best technique for...</description>
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<div>hey, iv been trying to model lips in zbrush and iv been having a fair bit of trouble with them and i was wondering whats the best technique for making just simple lips,<br />
iv had a look at some tutorials and stuff that i found through google but most of them make really detailed lips and all i want is to just get the basic shape down and deal with detailing later on (that and most of the tuts iv found confuse me lol)<br />
<br />
seems that mine always end up really blobby and stupid looking<br />
<br />
thanks</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>dansher</dc:creator>
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			<title><![CDATA[[UDK] Forest Missile Lunch Site]]></title>
			<link>http://www.polycount.com/forum/showthread.php?t=76660&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 21:46:49 GMT</pubDate>
			<description><![CDATA[Hi everybody, i have been modeling for about 5 months with some "breaks" between, but i think its time for my first enviorement. 
I have been playing...]]></description>
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<div><div align="center">Hi everybody, i have been modeling for about 5 months with some &quot;breaks&quot; between, but i think its time for my first enviorement.<br />
I have been playing around with some sketches for the last two days of a couple of map ideas, and i came out with this one.<br />
Its basically a misile lunch area hidden somewere in the forest, with some bunkers, containers, carates and some typical stuff. For this one i will be using UDK, it has proven to be just excelent<br />
<br />
<font size="4"><b><font color="Black">My goals For this project are:</font></b></font><br />
*Getting started in the enviorement workflow<br />
*Learn about UDK materials and particles<br />
*Become a better artist <br />
*Finishing It of course<br />
<br />
<font size="4"><b>Concept:</b></font><br />
<font size="4"><font size="2">So far, this is the basic layout, i will be adding more stuff if its necesarry once i have blocked it out in the engine</font></font><br />
<img src="http://i1006.photobucket.com/albums/af187/maxivz/Missile_Site.jpg?t=1284154905" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<font size="4">References:</font><br />
1)Bunkers<br />
2)The missile silos themselves<br />
3)The forest sorounding the Site<br />
4)Containers<br />
5)Dirt Road<br />
6)Guard house, with a barrier<br />
7)Container<br />
8 )Crates<br />
9)A hole in the ground where you can see some pipes<br />
<br />
Okay, i will start blocking it out now, i will need all the comments and critiques i can get, so i can get the most out of it. Thanks for your time and patience :)<br />
</div></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=42">Pimping and Previews</category>
			<dc:creator>maxivz</dc:creator>
			<guid isPermaLink="true">http://www.polycount.com/forum/showthread.php?t=76660</guid>
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			<title>Removing Autodesk licenses</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76659&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 21:25:44 GMT</pubDate>
			<description>Is there a way to clear previous license history of Autodesk apps?</description>
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<div>Is there a way to clear previous license history of Autodesk apps?</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>creationtwentytwo</dc:creator>
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			<title>Play ground</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76658&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 20:23:14 GMT</pubDate>
			<description><![CDATA[As in my shack posting I don't know how to improve this model.I would love to hear some advice.This is done in 3ds max and I used mental ray.]]></description>
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<div>As in my shack posting I don't know how to improve this model.I would love to hear some advice.This is done in 3ds max and I used mental ray.</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=42">Pimping and Previews</category>
			<dc:creator>Jacecr</dc:creator>
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			<title>Shack</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76657&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 20:20:05 GMT</pubDate>
			<description><![CDATA[I used 3ds max and mental ray for this.I'm really trying to improve as I hope to someday work in the game industry.Any suggestions would be great.I...]]></description>
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<div>I used 3ds max and mental ray for this.I'm really trying to improve as I hope to someday work in the game industry.Any suggestions would be great.I don't know what to work on , or what my next step should be.</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=42">Pimping and Previews</category>
			<dc:creator>Jacecr</dc:creator>
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			<title>squire</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76656&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 19:36:23 GMT</pubDate>
			<description><![CDATA["It used to be you could lick a sheet of acid, hold up a band, fuck a  whore in Times Square without anyone batting an eyelash. Now, one blunt, ...]]></description>
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<div>&quot;It used to be you could lick a sheet of acid, hold up a band, fuck a  whore in Times Square without anyone batting an eyelash. Now, one blunt,  we're in the clink. This whole city's fucked&quot;</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=46">The Q-Branch Quote game!</category>
			<dc:creator>Wombatinahat</dc:creator>
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			<title>Ah Pook</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76654&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:53:06 GMT</pubDate>
			<description><![CDATA["Those rednecks are probably enjoying the whole thing."]]></description>
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<div>&quot;Those rednecks are probably enjoying the whole thing.&quot;</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=46">The Q-Branch Quote game!</category>
			<dc:creator>Mode Magenta</dc:creator>
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			<title>W.I.P- Typicalhouse</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76653&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:45:40 GMT</pubDate>
			<description><![CDATA[so. Polycountres 
this is a small house that I'm working for practicing texture, uv, low (LOW) poly and unity 
 
Image:...]]></description>
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<div><font face="Verdana"> <br />
so. Polycountres<br />
this is a small house that I'm working for practicing texture, uv, low (LOW) poly and unity<br />
<br />
<img src="http://i747.photobucket.com/albums/xx119/Jose_Edmundo/wip1-postagem.jpg" border="0" alt="" class="tcattdimgresizer" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
I didn't a concept because  already had in my mind, but suggestions are always welcome!<br />
thks!<br />
 </font></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=42">Pimping and Previews</category>
			<dc:creator>Z3D</dc:creator>
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			<title>ZBrush Alphas Wanted for architecture</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76652&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:39:33 GMT</pubDate>
			<description><![CDATA[Hi 
 
I am looking for some Zbrush alphas that I can use for architecture. Patterns and emboss styles. I've tried searching the internet but keep...]]></description>
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<div>Hi<br />
<br />
I am looking for some Zbrush alphas that I can use for architecture. Patterns and emboss styles. I've tried searching the internet but keep coming across organic alphas<br />
<br />
I was doing the 				<b>Video Tutorial: Project Master Techniques with Sebastien Legrain from </b>the <b>pixologic site. In video 3 he shows using an alpha (SYDE0114). I am looking for something like this.<br />
<br />
Any help welcome.<br />
</b></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>salacious_Crumb</dc:creator>
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			<title>Max style references in Maya</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76651&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:33:45 GMT</pubDate>
			<description><![CDATA[I'm currently working on a level and was wondering if there is a way to create instances of a reference in Maya that have adjustable parameters that...]]></description>
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<div>I'm currently working on a level and was wondering if there is a way to create instances of a reference in Maya that have adjustable parameters that do not effect all the instances.</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>Drachis</dc:creator>
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			<title>More goodies for subscription users!</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76650&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:32:44 GMT</pubDate>
			<description>http://area.autodesk.com/blogs/ken/3ds_max_2011_subscription_advantage_pack_revealed_iray_physx_substances</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div><a href="http://area.autodesk.com/blogs/ken/3ds_max_2011_subscription_advantage_pack_revealed_iray_physx_substances" target="_blank">http://area.autodesk.com/blogs/ken/3...ysx_substances</a></div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=41">General Discussion</category>
			<dc:creator>kenpimentel</dc:creator>
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			<title>3ds Max UVW Map issue</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76649&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 18:29:33 GMT</pubDate>
			<description><![CDATA[I'm box mapping a building, but when i do it breaks all the uvw verts.  Is there a way i can keep all the verts that are connected to each other...]]></description>
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<div>I'm box mapping a building, but when i do it breaks all the uvw verts.  Is there a way i can keep all the verts that are connected to each other wielded together, so i just have a bunch of large island elements?</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>Jet_Pilot</dc:creator>
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			<title>UV mapping curved trunk</title>
			<link>http://www.polycount.com/forum/showthread.php?t=76648&amp;goto=newpost</link>
			<pubDate>Fri, 10 Sep 2010 17:48:47 GMT</pubDate>
			<description><![CDATA[I got this book "Game Environments and Props" and, I am in chapter 2. I need to UV map this trunk but the book only shows me how to do it with the...]]></description>
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<div>I got this book &quot;Game Environments and Props&quot; and, I am in chapter 2. I need to UV map this trunk but the book only shows me how to do it with the flat portion of the trunk, witch is easily done with a cylindrical mapping but.. <br />
<br />
I need help to UB map a curved portions of the trunk.. =o<br />
<br />
I could just use cilindrical mapping with each section but that would be weird.  <br />
<br />
There is a video in the CD that shows the guy using automatic mapping, but it does not show how to clean up this mess.. <br />
<br />
PS: I am new and am starting to learn this stuff, I would appreciate if somebody give me tips and a good tutorial link.. =o</div>


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			<category domain="http://www.polycount.com/forum/forumdisplay.php?f=43">Technical Talk</category>
			<dc:creator>Dastan</dc:creator>
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