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SW:JK3 Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old December 28th, 2008   #31
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Default Re: My next project

Thanks Mikouen and Gir I wouldn't what to copy nothing ,I use 3d max and never learn it to a point that you could use it in such a way as to say using a pic, except as a ref pic of course, and me lol I don't what wireframes of wally I saw the post and was thinking is there a way you could do it ? like I missed something buy using max, and you guys kill me I really like reading some of the post with you guys while drinking my coffee but it can be dangerous some time don't what to choke on it laughing or spray my moniter.
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Old December 28th, 2008   #32
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Default Re: My next project

learn to draw. a lot of my refs are drawn by me before i start. especially of heads/faces etc.

sometimes i'll work without orthographic refs, but usually only if i've got a clear image in my head of what i'm making (which usually only happens after i've drawn it a load of times anyway :P)

Choose your side...
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Old December 28th, 2008   #33
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Default Re: My next project

Doing something mechanic, or a design (cars), with moving parts... well, it depends ... on a low poly model , go with whatever polies fit, triangles, squares, pentagons whatever...

a high poly on the other hand... basically you can't have corners on a high poly model (diferent smoothing groups dividing the 2 sides of an edge), what you want is a set of polies that bends into a smooth but VERY thin corner (lighting will look perfect there), but to achieve that with meshsmooth, requires quad-modeling, and setting quads on edges of a non-organic model... THAT's where your head is probably gonna "pow"... (and where every quad'll be a reason to hide your mesh)

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