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Author Topic: For anybody who's interested in seeing my latest works  (Read 3191 times)

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For anybody who's interested in seeing my latest...
« on: April 15, 2013, 02:09:54 am »
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Here's my new blog for anyone who would like to check every now and then to see my new works.

http://goliathproductions.tumblr.com/
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Re: For anybody who's interested in seeing my la...
« Reply #1 on: April 15, 2013, 03:46:06 am »
  • Personal Saucier
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Very awesome! I'm looking forward to seeing more of that kind of thing.


I wonder if there's anyone on this board who knows how to texture existing models.
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Re: For anybody who's interested in seeing my la...
« Reply #2 on: April 15, 2013, 05:10:12 am »
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@Lorentz: Thanks! I look forward to new challenges.

I could really use someone with such a talent because I haven't got a damn clue, haha.
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Starforsaken101

Wake the Beast
Re: For anybody who's interested in seeing my la...
« Reply #3 on: April 15, 2013, 11:17:23 am »
  • www.mouffers.com
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Started following you via my main account, Dangerash :D.
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  • Starforsaken101's DeviantART
Re: For anybody who's interested in seeing my la...
« Reply #4 on: April 16, 2013, 05:03:21 pm »
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@Starforsaken101: Thanks much!
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Re: For anybody who's interested in seeing my la...
« Reply #5 on: April 25, 2013, 06:57:07 am »
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Looks awesome man, so much attention to detail! Shows some real skill.
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  • Elliott Parkinson
Re: For anybody who's interested in seeing my la...
« Reply #6 on: April 26, 2013, 04:05:38 am »
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@MaJoRa: Thanks so much!! That means a lot!
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Re: For anybody who's interested in seeing my la...
« Reply #7 on: June 15, 2013, 07:38:37 am »
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Great job I love the modles, did you use Blenders in house sculpting?

There are many ways to texture in blender; however, depending on your aplication of these modles can vary greatly   If you intend to use it as a single render scene or a move, the best method is a multi material node set in texture paint mode.  It can be a bit of a pain to set up but works nicely in the end.

If you intend for the to be game modles i am afraid the poly cout is way too high, no fret though you can keep the detail and lower the poly count quite siple.  All you have to do is ad a new object prefferably a plane go to edit mode extract the necessary vertices edges and such to form the general shape of the original modle.  This process can be halved literally by using the mirror modifire.   After all that is complete take the new object and creat UV seams these are areas where the flattened UV form of the mesh are cut to relive stress.  It is best to separate whole sections of objects like the front back and sleeve of a shirt would be three flattened meshes in the UV editor.  After you mark these seams (ctrl+e) hit U to unwrap UV.  You then and shape up the uv's in the editor, it is best to make the sections individual rectangles.  The use the uv dop down at the bottom of that edit window and select extract UV layout ot is best to make this around 256x256 for the average face.   Then select your favorite image manipulator that opens PNG and add the colors.
To keep the detail of your high poly model apply the mirror modifier then put both models in the same 3d space select the high poly then low poly then select bake normal map. You will then apply this the same as any texture in the materials editor except you will chect the normals box and uncheck the color box.

If you need any help with textures just PM me also if there are a lot of spelling mistakes and what not pleas forgive me of my trying to use a phone to type all this. Haha
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