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Old 13-01-2009, 03:24 PM   #11
_r.u.s.s.
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who needs an improvement if you draw like that o_o
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Old 13-01-2009, 03:25 PM   #12
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Possibly both now that I think of it, although you shouldn't leave the other works out But the cover of your CV is already more than "just" a drawing with a white background
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Old 14-01-2009, 12:04 PM   #13
Quintopotere
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Sadly, here at work, photobucket is not enabled...
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Old 20-01-2009, 04:14 AM   #14
Lozzenger2
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Sorry to here that, a strange thing to have disabled I might add.
I'm not sure where else I could upload it, it usually takes a month or so for anything to be accepted into Elfwood, which is why I rarely update that anymore. I need to get my ass in gear and sort my own site out.

Anyway, I have another addition to the judgement, my almost final piece Cave Project.

http://uk.youtube.com/watch?v=EIm1Bm5KLLU

Best viewed in High Quality. n_n

I've also begun the lengthy modelling process for a Troll character to inhabit this cave. It's only the first week, so all I've really done is a very basic mesh to work with, but you can see things taking shape:



I'll upload some of the concept art later in the week =]
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Old 20-01-2009, 05:06 AM   #15
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i think that cave looks really awesome, except for when the character gets to jump over the lava, because all the time it feels like he was floating in air but when it comes to the lava he suddenly has to jump over it
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Old 20-01-2009, 02:50 PM   #16
Lozzenger2
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Yeah, The camera is too high in the entrance, which gives the impression of floating. I should have noticed it when I playblasted the scene, but the playblast screwed up so I went ahead and rendered anyway since it had previously been fine and I'd forgotten I'd been playing with the graph editor.
It's one of the issues I'll be fixing at a later date along with the jerk before he jumps and the strange flickering of the glowing assets (Which is an issue with the autoexposure settings).
I *could* try and add a little shakey sidesweep to the camera so there's a footstepyness to it as well, but I think that would take too long. Still, I wont rule it out for after my troll project is done.
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Old 20-01-2009, 04:36 PM   #17
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Well, you already know what needs improvement, no need for me to repeat that. I am gonna repeat it's awesome though Hmm so this is Maya.. I wish I had the patience to get into such programs
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Old 20-01-2009, 09:15 PM   #18
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Once you understand what does what with the interface, 80% of the program is common sense, the remaining 20% is watching/reading tutorials. It really isn't as complicated as it looks when you first open it up :amused:
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Old 29-01-2009, 06:12 AM   #19
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Cave project looks good, expecially the crystals!
The worst things are the mushrums/trees which looks too "plastics/squared", maybe they oly need different textures...
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Old 31-01-2009, 12:06 PM   #20
Lozzenger2
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Hmm. Do you mean it's too blocky or the texture itself is something you don't like?
Both issues are likely to be attributed to the very low polygon count.
If normap mapping would work on my laptop I'd have a bash at adding more detail that way via zbrush, since that's the method the industry uses. I'd have to UV map the meshes properly though, which would alter the original texture.
I'll add it to the list of things to do once my troll project is done =]

Speaking of which, here's an update on that one =P



http://i10.photobucket.com/albums/a1...ftmodelled.png

I'm currently working on the texture, which I'll have some pics of soon n_n
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