Author : Nate Broach


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Ramza24's Avatar
Old (#1)
Hi, this is my first post here so be kind... I am modelling
this guy in 3dsmax, about 4300 tris. Would like to know what
you all think.



Offline , null, 18 Posts, Join Date Nov 2004,  
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Jerome's Avatar
Old (#2)
a little vertex welding, assigning smoothing groups, and is that a normal map?
Offline , spline, 210 Posts, Join Date Oct 2004,  
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Sean McBride's Avatar
Old (#3)
hehehe, looks alright [img]/images/graemlins/smile.gif[/img] Like jerome said you need to do some vertex welding. You might want to look into your anatomy, get some good referances there. He's looking a little flat, you may want to round him out just a bit and there are to many divisions on most of the armor. Fix the little problems and he'll be a pretty interesting character.

Jerome: It looks like a normal map dosnt it hehehe, i'm pretty sure its the color of the lights [img]/images/graemlins/wink.gif[/img]
- Sean McBride -
- Art Director - Tribes: Ascend - Hi-Rez Studios -
Offline , polycounter, 782 Posts, Join Date Oct 2004, Location Atlanta, GA  
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Ramza24's Avatar
Old (#4)
Yeah, I was mirroring the UVs to save space, so I detached some of the parts and forgot to weld them together. As for the armor, I've been meaning to make everything one coherent piece.
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Ramza24's Avatar
Old (#5)


Shortened the arms a little bit, changed the boots and welded everything together. Comments? [img]/images/graemlins/ooo.gif[/img]
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Sectaurs's Avatar
Old (#6)
poor bastard is just begging for smoothing groups.

other than that, looking good.
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Offline , veteran polycounter, 3,856 Posts, Join Date Oct 2004, Location Maynard, MA Send a message via AIM to Sectaurs  
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Jerome's Avatar
Old (#7)
yes.. how sad [img]/images/graemlins/smile.gif[/img]
you really need smoothing groups
Offline , spline, 210 Posts, Join Date Oct 2004,  
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Thermidor's Avatar
Old (#8)
its looking nice , but im sure the hands are too big , and need some modeling ...
Offline , polycounter, 794 Posts, Join Date Oct 2004, Location UK / Scotland  
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