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Sephiroth_VII Model thread

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Concepts

Sand Worm- 395 Polys so far
aaa-1.jpg

Untitled.jpg




This may sound nooby but, how do you make stuff in spoiler tags? Where you click hide/reveal
 
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Deleted member 126647

D

Deleted member 126647

Is that the worm from Resident Evil 3?
 
Level 15
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519Polys :( is that to much? Cause I was thinking of segmenting it, and adding even more polys.
SideView
2-1.jpg

3-1.jpg

Its supposed to be a giant sand worm, so I dont think people would want to place lots of them on the map, cause it'd be a boss or somthing important to kill. I'm gonna have it jump in and out of the ground with sand particles to try and cover up the fake when it goes in/out of ground. Or maybe there's a spawn object I can make when it hits the ground.
 

TDR

TDR

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The topology is very bad because you have areas where lots and lots of edges converge into a single vertex. That creates ugly artifacts when you apply smoothing (not mesh smooth, just smooth (all polygons belonging to the same smoothing group)). I don't know about the head though, I don't know what it's supposed to be.
 

TDR

TDR

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Its meant to be a wc model so I wont be smoothing it. I tried to lower polys. Its different know, I lowered the polys of the knee caps.

...yes you are smoothing it. It's smoothed in the screenshot too. As I said, I'm NOT talking about MESHS MOOTH or TURBO SMOOTH. If all polygons are in the same smoothing group, they are smoothed instead of seeing the hard edges.
 
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...yes you are smoothing it. It's smoothed in the screenshot too. As I said, I'm NOT talking about MESHS MOOTH or TURBO SMOOTH. If all polygons are in the same smoothing group, they are smoothed instead of seeing the hard edges.

lol I don't even know how to put them into diffrent smoothing groups. And it looks fine in game with all the edges going to a point like that.:cute:
 
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