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Old (#1)
Hello everybody. Just can not stop myself from creating this big guy. I heard that alpha channel transparency is enabled for this hero, so I want to try some leaf stuff. Progress soon.
Offline , spline, 181 Posts, Join Date Jul 2010, Location Russian Federation. Kazan.  
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Old (#2)
3d part completed. Masking and importing left. I think this polycount logo won't affect the lore.
Offline , spline, 181 Posts, Join Date Jul 2010, Location Russian Federation. Kazan.  
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Old (#3)
Cool!
You should post more about the decisions and work process, it is part of the contest rules.
Offline , spline, 138 Posts, Join Date Oct 2012, Location Portugal  
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Old (#4)
Pina - Thank you. Well, as all of my sets - it was fast and there is almost nothing to show.
Step 1 - jumping to the workshop and looking on the animations
Step 2 - Fast concept - I did not make more than one, because I love it)
Step 3 - Lod modeling due to polycount.
Step 4 - uving
Step 5 - Mesh modeling( Adding loops and edges to make form better if necessary. Uvs are already done - so borders won't be affected.)
Step 6 - Sculpting
Step 7 - Baking normals and ao
Step 8 - Texturing
Step 9 - Importing to the engine, testing
Step 10 - Creating presentation.
Well, that is all)
Offline , spline, 181 Posts, Join Date Jul 2010, Location Russian Federation. Kazan.  
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Old (#5)
Final.
Offline , spline, 181 Posts, Join Date Jul 2010, Location Russian Federation. Kazan.  
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Old (#6)
Ingame shots
Offline , spline, 181 Posts, Join Date Jul 2010, Location Russian Federation. Kazan.  
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