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  #11  
Old 04-05-2009, 07:43 PM
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Anyone else been up to anything interesting?
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  #12  
Old 04-06-2009, 08:27 AM
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@ChrisPerr

Ok, here's the thing...
I know that the deadline is till tomorrow 7th, but since Friday I've got a job (not the oh so 'dreamy' modeling or animating job, but it's in the field of multimedia and it pais the bills. LOL). Working in a journal here in Slovenia, on their webpage, by the way. I've been there the whole weekend. I'm free till tomorrow morning.
I'll try to do my best and finish the lowpoly, IF I'm unable, to finish it till tomorrow, could I have a couple of days extra?
I know that this sounds like an excuse, but it's not.


thanks
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  #13  
Old 04-06-2009, 11:51 AM
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yep, no problem. congrats on the job.
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  #14  
Old 04-07-2009, 08:10 PM
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I'm back. Sorry I took some extend time after my trip to GDC. I love the new format here and its good to see Cp cracking the whip. I am still on the starting line section of the track but I hope to have it all finished by Friday and hopefully including high, low, and UV mapped. Here's a WIP image.




4/12/09~
-I didn't get as much as I wanted to get done but here is a progress report. I was able to finilize the Starting Line assets, high/low models, and UV maps shown in orange in the image (StartingLine_WIP). I am going to zip the files and upload then right after this post. I will continue on the Starting Line assests and get more UV mapped and uploaded in the coming few days.

Last edited by AbaWolf; 09-24-2009 at 10:40 PM.
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  #15  
Old 04-15-2009, 05:45 PM
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Ok, I finished the starting line structures. We've got a smaller grand stand for spectators, a ship garage with crew observation tower and a ramp to load the ships vertically to the track, an announcer tower, a pole position counter pilar, supports for all platforms, and a misc buildint to fill out the space. All of these parts are modeled high and low, and everything is UV mapped. The low poly structures are around 17K tri polys so this shouldn't be too heavy.

Now I suppose I'll go back to all the other models I created and UV map those. So I won't be introducing any new content for a while til I get the rest of my assets unwrapped and finalized.

Attached is an image of the high poly Starting Line structures. Lemme know if this works.

Last edited by AbaWolf; 09-24-2009 at 10:43 PM.
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  #16  
Old 04-17-2009, 05:12 PM
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Hey s33ker,

Sorry, i didn't notice you'd posted your billboard to the dropbox. I imported the meshes in to max to have a look at and i found some stuff with them that could be fixed to optimize them better. Your low poly version of this BB is about 5k polys making it near 10k tri polys. This is way too heavy for an object that the ships will just whoosh by at high speed. The ships themselves are no more than 10k. For a little object like this you should have the low poly count below atlest 1k. I attached an image demonstrating some areas of the low poly model that could have some weight trimmed off, I hope it helps illustrate my point. If you can get the poly count down on your low version of the BB it will also help making UV unwrapping easier too.

Any idea when you might be able to lighten the low BB and Unwrap it too?

Last edited by AbaWolf; 09-24-2009 at 10:49 PM.
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  #17  
Old 04-18-2009, 02:59 AM
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Just dropped by, to say that I almost finished with the low poly of the Grandstand (this is going ridiculously slow... I'm really starting to have doubts 'bout my job. To much to do and a really LOW pay.)

Aynways, one question before I drop to much with the polys, The highpoly grandstand has aprox 120k quads... how many for the lowpoly version? 10k?


cheers
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  #18  
Old 04-18-2009, 03:36 PM
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Good to hear the Grandstands are coming along. My best guess, if you could get the GS below 10k that would be great. Just go as low as you can and post what you've got for us all to look at and lend you an opinion on it. Keep it up.
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  #19  
Old 04-21-2009, 08:46 AM
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Aba, I'll take a look at it this week and hopefully have it done by this weekend. I'm really swamped this week with work tho so I can't make any promises. Hopefully I'll have the concept building and the lowpoly ready. Forgot that unreal works with tri's thanks for the heads up!
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  #20  
Old 04-23-2009, 11:00 PM
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Progress update.

I'm currently in progress of UV mapping the bridge parts. This is taking a bit of time but I am pushing forward. Attached is an image of my current status on unwrapping the bridge. The orange parts are finished and the blue parts are still in progress. These are some complex parts and my workflow has slowed significantly so its difficult to guesstimate their ETA of completion. However, I am shooting to have this entire bridge unwrapped by Saturday if all goes well.

I hope everyone else is coming along as well. The FadeOut thread has been very quiet for a while now. You don't see any progress updates too often anymore. Everyone should post where they are at with what they're working on. Just a thought.

4/29/09~
The bridge is done. I've got high and low versions of the parts. I also have finished unwrapping them too. They are good to go to texture team.

Last edited by AbaWolf; 09-24-2009 at 10:49 PM.
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