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created Seuss Time! - ElysiumGX
on 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.
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, veteran polycounter,
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created Re: Seuss Time! - ElysiumGX
on 02-28-2005 02:47 PM
is that cat-in-the-hat roadkill?
Currently out of the game industry, trying to find my way back...
Live to drive!
Get snailed! : Green with Envy : Mog Rod
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, veteran polycounter,
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created Re: Seuss Time! - ElysiumGX
on 02-28-2005 02:59 PM
maybe... ¬_¬
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created Re: Seuss Time! - ElysiumGX
on 02-28-2005 06:17 PM
needs more exhaust pipes.. or is this a Seussian 4-banger?
Currently out of the game industry, trying to find my way back...
Live to drive!
Get snailed! : Green with Envy : Mog Rod
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, veteran polycounter,
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created Re: Seuss Time! - ElysiumGX
on 02-28-2005 07:22 PM
[ QUOTE ]
is this a Seussian 4-banger?
[/ QUOTE ]
sounds kinky. I like it!
[UPDATE BELOW]
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.
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created Re: Seuss Time! - ElysiumGX
on 03-02-2005 08:10 AM
Finished modeling. Made some changes. Start mapping tonight.
[UPDATE BELOW]
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created Re: Seuss Time! - ElysiumGX
on 03-02-2005 09:11 AM
Looks great, man!
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, MoP,
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created Re: Seuss Time! - ElysiumGX
on 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.
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created Re: Seuss Time! - ElysiumGX
on 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.

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created Re: Seuss Time! - ElysiumGX
on 03-06-2005 06:49 PM
Posted my finished work here: http://boards.polycount.net/showflat...p;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.
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created Re: Seuss Time! - ElysiumGX
on 03-06-2005 09:09 PM
hey Elysium
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
john
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created Re: Seuss Time! - ElysiumGX
on 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.
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created Re: Seuss Time! - ElysiumGX
on 03-07-2005 07:39 AM
What's with those subdivisions on the pointers?
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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created Re: Seuss Time! - ElysiumGX
on 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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