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Sanctity Lost

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  • replied
    YaY! Finnally done!


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    I'll post the UDK Pics Tommorrow.

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  • replied
    Here he is untextured:


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  • replied
    This is a reference of a new character I'm making...



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  • replied
    huh, now that you point it out I can tell.

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  • replied
    @ Hellclown...Funny, I did my hair that way and actually made a tut on it: http://www.youtube.com/watch?v=_i0wIuetWec

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  • replied
    Too conserve tris on your characters you could do hair the epic way... http://udn.epicgames.com/Three/Creat...singAlpha.html but hey whatever it's your project.

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  • replied
    Bump:
    GOt the render to texture thing going on now!
    http://www.youtube.com/watch?v=ZvLs1E6YphE

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  • replied
    Another NPC ally:

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    *Edit* New Facefx Vid!
    http://www.youtube.com/watch?v=3bjP2...&feature=feedu

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  • replied
    I did a short fight machinima with 2 of the characters...enjoy:
    http://www.youtube.com/watch?v=dRVFqcaQDjU

    Second revision:
    http://www.youtube.com/watch?v=mW3yG...eature=related

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  • replied
    New Vid!: http://www.youtube.com/watch?v=DHl-Rosu_L8
    Facefx is the bomb!

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  • replied
    No, thank god...I use poly planes with alphas.

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  • replied
    Are you individually modeling each hair?!

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  • replied
    It's the hair...THe original one mesh hair version was about 9000 polys.

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  • replied
    11,000 polys for your lead character? I don't mean to offend, but that character looks like it should about 500-1000 tris.
    I saw that you were posting pics from ZBrush before. I recommend that you look into the retopology tool to optimize your character mesh. Or even some of the optimization modifiers in max.
    11,000 isn't too high a count or anything, but compare the characters from gears, they're about 7000 polys with heaps of detail.

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  • replied
    The final boss, I think:


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