Basilisk (2)

Models and textures for players, weapons and buildables.
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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

How's the retopologizing going?

Cupside
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Re: Basilisk Concept Phase

Post by Cupside »

I let you here retopo I have been working on.

I'm stuck in 10k tris, if someone see something to improve it, it will help a bit.

https://www.dropbox.com/s/shxec7iz4n1x7r6/Retopo.OBJ

Gex
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Re: Basilisk Concept Phase

Post by Gex »

I tried to get the poly count down a bit further, but not sure if this is too low to still be usable. Hope it helps.

https://www.dropbox.com/s/waroazae5xkc11m/Retopo2.obj

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

5k is certainly usable!

Gex
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Re: Basilisk Concept Phase

Post by Gex »

I want to make sure that the normal bake still holds up though, so let me know if it works out.

Cupside
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Re: Basilisk Concept Phase

Post by Cupside »

Nice work Gex, but as you said, first we should bake maps to see if topology will work properly.

Cupside
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Re: Basilisk Concept Phase

Post by Cupside »

I was improving my own retopo to 8k tris. You could download it here:

https://www.dropbox.com/s/onlj69dbio2yeh9/Retopo3.obj

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

8k tris is good. The model is fine. You can continue with the modeling process, it's approved.

Cupside
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Re: Basilisk Concept Phase

Post by Cupside »

Ok, so I will continue with UV mapping and detail. How many UV maps I have to use? I read in Tyrant that he uses 2 UV maps for whole creature and 1k textures, due Ishq said lisk is a tiny creature I thought that I have to use one UV map for whole lisk and textures of 1k?.

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

Stannum says single texture at 2k.

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