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Auger WIPz


Vince
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I'm working on a revision to my shack mod. The forge I was working on is too complex, lowering the FPS which is already challenged by the exterior home (the forge has more that a half-dozen animations running).

So, I'm adding another fixup. If the player mounts an anvil on a stump out back, he can get a boost to his armorer skill when nearby. The fixup requires drilling holes in the stump to mount the anvil. So, I made an auger. I'll work on the texturing next.


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Vince's Screen Shots & Such

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I thought it was a mace when I saw thumbnail :)

Yeah, I agree that it is very nicely made, but isn't that a bit too much polygons for a simple clutter item? Or are you 'baking' normal maps or whatever from it?

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Very cool Vince. I`ve cought myself looking for the tri`s and the only places I see for them is at the very tips of the handles and auger point. Very clean looking mesh without sacrificing detail. :coolup:

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Thanks for the kind words everyone.

Washington, yes it's more polygons than one would normally want for a clutter item. I tried it with less and it really didn't look good at all, especially the helical surfaces. In this particular case the auger will spend most of it's time in a tool box or the player's inventory. In fact, the player can remove it from the toolbox into his inventory and never see the actual model, only its icon. (Although I hope at least some will look at the actual item :coolup: ).

Donnato and John, I'm really working to improve my modeling technique. Quads have several advantages, especially when modeling a humanoid head. I'm also trying to vary the poly size according to the curvature of the surface. Quads or not, having a really "clean" wireframe is essential for complex models to look their best.

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