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teh lag
January 1st, 2009, 05:31 PM
@ Hunter : Much of that is, to be honest, horrible. Some parts just look lie distorted primitives, when there should be a lot more shape to them. There's a lot of places where difference in detail is jarring (ex : front handle). I'd reccomend starting over with better ref, I don't think that it's worth salvaging.

Also, you don't need to cut>chamfer>extrude (or whatever you seem to be doing) all the time to get "details". In some place it just looks really bad. (Again, see handle. Also stock.) And if you *do* do that, at least try to make the smoothing clean.

@ Fear : Not bad, but not great. A lot of it looks too boxy.

DEElekgolo
January 1st, 2009, 06:10 PM
Some fail.
http://img371.imageshack.us/img371/4078/scr4019639by0.jpg
http://img211.imageshack.us/img211/888/scr4062731oy2.jpg
Diffuse
http://img87.imageshack.us/img87/5745/diffusecopywu0.jpg
Specular
http://img114.imageshack.us/img114/9720/specularfi0.jpg

mech
January 1st, 2009, 06:19 PM
Does unreal do specular differently because that doesn't look like a specular map at all. Plus I don't see any specular in the engine render.

DEElekgolo
January 1st, 2009, 07:13 PM
Its me. Im a nub at unreal materials.

MetKiller Joe
January 1st, 2009, 07:21 PM
I see some specular. Great stuff, but to do the engine justice one would ideal put Zbrush sculpted meshes everywhere to make it look less boxy and more worn and realistic (as well as better textures).

DEElekgolo
January 1st, 2009, 07:34 PM
Never thought of using zbrush for interiors. It always messed up the other side of the wall. Unless I use mudbox though. Ill try that next time.

Pooky
January 1st, 2009, 08:31 PM
Reload animations.

You could always just hide it with the animation.

Heathen
January 1st, 2009, 08:37 PM
Hunter. Do I spy errors in those grooves?

Also, Dee. Super tiled stuff is uggo.

ICEE
January 1st, 2009, 08:49 PM
You could always just hide it with the animation.
I believe it is very bad to restrict the animator to motions that hide bad parts of the model.

BobtheGreatII
January 2nd, 2009, 12:09 AM
Shotgun I made a few weeks ago in a couple of hours. Far from being done, but that's what we have the crit thread for. Things I'm looking for: An idea for details on the side, I don't like the stretched cylinders and a different mechanism for the revolver part to come out...

Anyway, it has batteries instead of shells, 4 revolving batteries; 2 shots each.
Old Model

http://img383.imageshack.us/img383/4176/render1np2.png

Still working on it. I'm curious if I should extend the rail on the top to the end of the gun... thoughts?
http://img61.imageshack.us/img61/5628/newrenderit0.png

ExAm
January 2nd, 2009, 12:19 AM
I'd say extend the rail the length of the top of the gun. It looks kind of out of place right now.

BobtheGreatII
January 2nd, 2009, 12:39 AM
Damn, how the hell do I manage to always get the last post... I'll edit this one with a new render of the rail extended.

http://img73.imageshack.us/img73/888/newrenderlq4.png

LinkandKvel
January 2nd, 2009, 02:37 AM
http://soundclick.com/share?songid=6767228

http://soundclick.com/share?songid=6767178

Moar:
http://soundclick.com/share?songid=6761160

http://soundclick.com/share?songid=7011812

http://soundclick.com/share?songid=6747343

http://soundclick.com/share?songid=6767210

^Listen

ExAm
January 2nd, 2009, 06:55 AM
Damn, how the hell do I manage to always get the last post... I'll edit this one with a new render of the rail extended.

http://img73.imageshack.us/img73/888/newrenderlq4.pngPretty cool, but what's the revolver cylinder about? It looks like you've already got an under-barrel tube magazine going there.

SnaFuBAR
January 2nd, 2009, 02:18 PM
yeah, none of the mechanics of it seem to match up.

Heathen
January 2nd, 2009, 02:20 PM
No, dont extend it.
E: nvm. It looks good actually.

Hunter
January 2nd, 2009, 02:20 PM
@ Hunter : Much of that is, to be honest, horrible. Some parts just look lie distorted primitives, when there should be a lot more shape to them. There's a lot of places where difference in detail is jarring (ex : front handle). I'd reccomend starting over with better ref, I don't think that it's worth salvaging.

Also, you don't need to cut>chamfer>extrude (or whatever you seem to be doing) all the time to get "details". In some place it just looks really bad. (Again, see handle. Also stock.) And if you *do* do that, at least try to make the smoothing clean.

@ Fear : Not bad, but not great. A lot of it looks too boxy.

I think I will completly remake it all apart from the butt. I never did think it looked right, nor did I like it lol. Thats why I never showed it. :)

cheezdue
January 2nd, 2009, 02:24 PM
What do you guys think I can improve on this Lego snowspeeder?
Though, Ive made some fatal mistakes on this model because I collapsed the mirror modifier on the cockpit area which cause the studs to be stuck together. I'll get the textures done when Ive find some decent ones and work on the back side of it when I have more time.
http://i279.photobucket.com/albums/kk122/cheezdue/3ds%20max%20models/unfishedsnowspeeder.jpg

Roostervier
January 2nd, 2009, 02:29 PM
One of the pieces on the top looks like the cylinder parts are stretched.

KiDD
January 2nd, 2009, 03:00 PM
*Points down to sig*

To start with, it had was light out, and there was no snow. I tried to use particular to create a semi-halo like snow particle.

Heathen
January 2nd, 2009, 03:02 PM
*Points down to sig*

To start with, it had was light out, and there was no snow. I tried to use particular to create a semi-halo like snow particle.

I didn't understand ANY of that.

KiDD
January 2nd, 2009, 03:07 PM
I didn't understand ANY of that.


I just meant my signature. What do you think of the sig. When I filmed the clip the level was in the day, and it had no snow. So I made it dark and added snow. Nvm, not worth it.

Heathen
January 2nd, 2009, 03:09 PM
All I see is a pixelated mess of slow motion spartan breathing.

DEElekgolo
January 2nd, 2009, 03:10 PM
Yea. The .gif artifact ruins it. Kidd Ill teach you how to make animated .pngs so you can keep its quality. But browsers that dont support APNG images will only see the first frame.

ExAm
January 2nd, 2009, 03:52 PM
Yea. The .gif artifact ruins it. Kidd Ill teach you how to make animated .pngs so you can keep its quality. But browsers that dont support APNG images will only see the first frame.An APNG of that size will severely break the signature filesize rules :/

SnaFuBAR
January 2nd, 2009, 04:07 PM
lol, sig removed. I guess we know what someone thinks of it xD

ICEE
January 2nd, 2009, 09:13 PM
So I have been doing pretty much nothing lately and decided to get back in the swing of things. I took my friend donut's SMG model (previously shown here in past anims) and edited a bit to have the double magazine feature in halo 3 recon, and animated a reload. This animation is just for practice and will never be used in anything.

This is just my take on how I would reload a dual magged weapon of such retarded design.

http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/ICEEs-recon-smg-m7s-reload-anim.gif

Model: donut
Texras: Veex

Its pretty lores because its a long anim and it took forever to render.

NOTE: may play slow on your crappy browser.

SnaFuBAR
January 2nd, 2009, 09:26 PM
uhhh, i really really doubt it would feed from both sides. the one on the right would be a spare mag. i think the animation itself flows well but it's completely ridiculous.

ICEE
January 2nd, 2009, 09:30 PM
I agree with you about the design. when I saw it I facepalmed. But a few other guys on my xfire were attempting to animate it so I thought I'd give it a shot.

BobtheGreatII
January 2nd, 2009, 09:31 PM
Pretty cool, but what's the revolver cylinder about? It looks like you've already got an under-barrel tube magazine going there.

yeah, none of the mechanics of it seem to match up.

As explained in my first post that everyone over looked, they're not shells, they're batteries. 2 shots each. I've been thinking about removing the second barrel, but I don't know what I would put in it's place.

SnaFuBAR
January 2nd, 2009, 09:36 PM
I didn't overlook that at all. you didn't seem to explain that the cylinder doesn't revolve, nor is it not a pump action. all i see is that there is a cylinder that probably revolves that the batteries go in, and a pump with action bars coming from it. Please explain it so that it makes sense, rather than something randomly thrown together with a fantasy power system to make it ok.

BobtheGreatII
January 2nd, 2009, 10:42 PM
I didn't overlook that at all. you didn't seem to explain that the cylinder doesn't revolve, nor is it not a pump action. all i see is that there is a cylinder that probably revolves that the batteries go in, and a pump with action bars coming from it. Please explain it so that it makes sense, rather than something randomly thrown together with a fantasy power system to make it ok.


Fair enough.

It works like any other revolver would. It cases 4 separate batteries. These batteries can fire 2 shots each before losing their charge. In order to move to the next charge, you must pump the gun to turn the revolving piece. This is to keep the gun from firing a single shot and revolving on its own, in retrospect that probably wouldn't have been such a bad idea, but oh well, I still like how it looks.
As for reloading, the revolving piece slides out to the side with a flick of the switch sitting next to it. Spare batteries are placed on the right side of the gun for show and for storage.

So no, it doesn't all make sense, but I like how it turned out... for the most part.

Geo
January 2nd, 2009, 11:00 PM
Nice smg ICEE. :awesome:

ICEE
January 2nd, 2009, 11:13 PM
Nice smg ICEE. :awesome:
lol shussh you, you know only the anims are mine :P

Heathen
January 2nd, 2009, 11:15 PM
Yeah...because that model is shit


:D <3

ICEE
January 2nd, 2009, 11:15 PM
Yeah...because that model is shit


:D <3


-.- you are bad and you should feel bad for being bad.

Mass
January 2nd, 2009, 11:22 PM
Fair enough.

It works like any other revolver would. It cases 4 separate batteries. These batteries can fire 2 shots each before losing their charge. In order to move to the next charge, you must pump the gun to turn the revolving piece. This is to keep the gun from firing a single shot and revolving on its own, in retrospect that probably wouldn't have been such a bad idea, but oh well, I still like how it looks.
As for reloading, the revolving piece slides out to the side with a flick of the switch sitting next to it. Spare batteries are placed on the right side of the gun for show and for storage.

So no, it doesn't all make sense, but I like how it turned out... for the most part.
I think it makes much more sense to say that the pump places a battery into the corresponding space in the bottom of the cylinder, and that when the slide is pushed back forward it causes the cylinder to rotate. You have to add an exit portal for spent batteries behind the cylinder on the bottom of the gun for this to make sense, however. The new charge would push the old one out and it would fall out the bottom of the gun. This way you avoid the cylinder flipping out, which everyone has pointed out makes no sense on a pump-action weapon.

Geo
January 2nd, 2009, 11:26 PM
-.- you are bad and you should feel bad for being bad.


Yeah. Your a bad person Heathen. You should feel ashamed. We forgive you tho <3

ExAm
January 3rd, 2009, 12:08 AM
uhhh, i really really doubt it would feed from both sides. the one on the right would be a spare mag. i think the animation itself flows well but it's completely ridiculous.
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.

Bastinka
January 3rd, 2009, 12:09 AM
Thread needs more pictures, now.

ICEE
January 3rd, 2009, 12:11 AM
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.
I thought about that, but the model was already done before I added the second mag. I also just wanted to do it this way for a challenge.

Heathen
January 3rd, 2009, 12:12 AM
Thread needs more pictures, now.

qft

ICEE
January 3rd, 2009, 12:13 AM
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.

SnaFuBAR
January 3rd, 2009, 12:21 AM
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.
C-mags feed from two into one, like a traditional dual stack mag. It simply would not work considering you'd have feed lips on each mag. Unless you have some excessively retarded over complicated feed and refeed mechanism for the magwell, which would ALSO have to have a feed lip, no, it just wouldn't work.

SnaFuBAR
January 3rd, 2009, 12:23 AM
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.

Perhaps he should pull the bolt back to a secured position, and when that happens, both mags pop off at the same time (instead of tipping it to either side, that looks stupid), insert 2 mags, release the bolt handle and the weapon cocks.

BobtheGreatII
January 3rd, 2009, 12:30 AM
Tri-Tri-Triple post!!!

LinkandKvel
January 3rd, 2009, 12:43 AM
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.


http://soundclick.com/share?songid=6767228

http://soundclick.com/share?songid=6767178

Moar:
http://soundclick.com/share?songid=6761160

http://soundclick.com/share?songid=7011812

http://soundclick.com/share?songid=6747343

http://soundclick.com/share?songid=6767210

^ListenI know what you mean.

ICEE
January 3rd, 2009, 12:50 AM
Its hard to critique music link. I like yours though. I might need a good wordless song for a vid soon, so I was thinking of asking permission to use one of yours. I forgot what its name is though..

SnaFuBAR
January 3rd, 2009, 12:53 AM
glitch, it reposted my old post, even though i hit "edit".

LinkandKvel
January 3rd, 2009, 02:09 AM
Its hard to critique music link. I like yours though. I might need a good wordless song for a vid soon, so I was thinking of asking permission to use one of yours. I forgot what its name is though..

http://www.modacity.net/forums/search.php?searchid=459424

Do you remember which post?

beele
January 3rd, 2009, 11:00 AM
I've been working for school the past few days, making an assignment: build a website of your sports club.

http://www.beeles-place.be/kempo/

Everything works except the video page. firefox seems to have problems with my form validation in js, and the flash buttons look blurry (but they aren't blurry in flash itself or IE)

And the site is in dutch except for "historiek" which is in English.

Tell me what you guys think about it :)

ICEE
January 3rd, 2009, 01:05 PM
http://www.modacity.net/forums/search.php?searchid=459424

Do you remember which post?

Nope. I'll go through your stuff again though until I find it.

legionaire45
January 3rd, 2009, 03:11 PM
http://xs135.xs.to/xs135/09016/crittime398.jpg.

I'm at a loss as to how I should go about UV'ing the stock.

Disaster
January 3rd, 2009, 03:20 PM
maybe try a pelt map?

legionaire45
January 3rd, 2009, 07:53 PM
http://xs135.xs.to/xs135/09016/wat976.jpg
I'm going to give animating this thing a shot - I'd like come crit on the UV'ing while I have the chance. So please please be an asshole (in a good way).

Rentafence
January 3rd, 2009, 08:14 PM
I'm not an expert at UVW's either, but I think the different parts should stay in proportion to each other on the UVW maps as on the model. You have part of the stock massive while the rest of it is small by comparison.

DEElekgolo
January 3rd, 2009, 08:17 PM
I'm not an expert at UVW's either, but I think the different parts should stay in proportion to each other on the UVW maps as on the model. You have part of the stock massive while the rest of it is small by comparison.
That is what I do but people always tell me to use more space. Seeing that this is a gun. Areas that are closer to the camera will need more detail.

Hunter
January 4th, 2009, 07:49 AM
That unwrap looks awesome.

MMFSdjw
January 4th, 2009, 02:22 PM
I've been working for school the past few days, making an assignment: build a website of your sports club.

http://www.beeles-place.be/kempo/

Everything works except the video page. firefox seems to have problems with my form validation in js, and the flash buttons look blurry (but they aren't blurry in flash itself or IE)

And the site is in dutch except for "historiek" which is in English.

Tell me what you guys think about it :)

Why did you use flash for the buttons? You can do the rollover with CSS.

beele
January 4th, 2009, 02:34 PM
Why did you use flash for the buttons? You can do the rollover with CSS.

Because I like flash :)

No it's just for the assignment, using a bit of all tech out there ;)
Blurry buttons have been fixed.

I'm now making the pages les wide, but those aren't online yet

FRain
January 4th, 2009, 02:57 PM
That is what I do but people always tell me to use more space. Seeing that this is a gun. Areas that are closer to the camera will need more detail.
Your unwrap for the spiker made Veex cry.

Seriously, why are things rotated sideways and two of each? I don't think veex minds two of each, but why is it rotated all retarded?

DEElekgolo
January 4th, 2009, 05:29 PM
Your unwrap for the spiker made Veex cry.

Seriously, why are things rotated sideways and two of each? I don't think veex minds two of each, but why is it rotated all retarded?
It was autopacked. You said you were going to arange the UV elements. And that I only had to unwrap the parts.

DEElekgolo
January 6th, 2009, 12:57 AM
I recently found a great way to make skies now. And to even convert the images to cube map and the other way around.
This is 100% Custom made.
http://img387.imageshack.us/img387/7762/98698534kg0.png
Cubemap.
http://img357.imageshack.us/img357/1707/31459551sz3.png

Hunter
January 6th, 2009, 03:06 AM
That looks amazing, could you put that sky ingame with some reflective metal with the cubemap so we can see how it looks?

Would +rep but got to spread around.

DEElekgolo
January 6th, 2009, 03:29 AM
http://img357.imageshack.us/img357/7179/cloudymorningpc0.png
http://img71.imageshack.us/img71/4949/cloudymorningcrossht3.png

Hunter
January 6th, 2009, 03:43 AM
The blue seems way to dark. Nice though, what is it rendered in?

DEElekgolo
January 6th, 2009, 03:51 AM
The dark blue areas are near the top of the sphere as the atmosphere gets thinner. It was rendered in vue.

Heathen
January 6th, 2009, 07:10 AM
Ingame?

DEElekgolo
January 6th, 2009, 08:24 AM
http://img81.imageshack.us/img81/7620/haloce2009010610441440kf9.jpg
http://img61.imageshack.us/img61/2295/haloce2009010610442650nv5.jpg
http://img118.imageshack.us/img118/8780/haloce2009010610453293wq0.jpg
HDR based lighting
+1

killer9856
January 6th, 2009, 05:18 PM
Thats really cool. Those sky's are amazing

Rentafence
January 6th, 2009, 05:21 PM
Oh shit, for a moment that looked like a render in max. Make more

Rob Oplawar
January 6th, 2009, 09:58 PM
Hm, it just occurred to me, there's no reason a sky has to be just one bitmap (aside from seams). And I hate pixellated skies. I should do the skies in BCE as a cube of 6 2048x2048s.

Can you pm me where you learned to do that, so I might follow in your footsteps and make awesome skies for BCE?

DEElekgolo
January 6th, 2009, 10:20 PM
Those were not low res actually. The render was low res but the sky bitmap was 2048x2048. The next one that I make will be less blurred and have more amounts of epic.

Heathen
January 6th, 2009, 10:24 PM
I was about to say....
BlUURRY

Rob Oplawar
January 7th, 2009, 12:48 AM
But that's what I mean, instead of wrapping one bitmap around a sphere, with the implied wasted pixels at the center, you could apply 6 bitmaps to a cube, with some pixel wastage at the corners but still less than before, and since you're not using just one image the cumulative resolution could be much higher.

DEElekgolo
January 7th, 2009, 01:03 AM
The sphere is a white 32x32 bitmap. And a 32x32 multipurpose map. The only thing you can see on the sphere is the cubemap. The highest resolution that halo can support is 2048.

Rob Oplawar
January 7th, 2009, 11:55 AM
I meant the skybox >_>
The bitmap you showed for the sky is obviously designed to be cylindrically mapped around a sperical skybox. I say, use a cube skybox.

Masterz1337
January 7th, 2009, 12:34 PM
Halo can support things over 2038, but it won't render right on ATI cards IIRC.

DEElekgolo
January 7th, 2009, 02:13 PM
Halo can support things over 2038, but it won't render right on ATI cards IIRC.
Really? Tool always gives me errors when I make bitmaps over 2048. I thought there was a reason that ather had a 2048 bitmap size limit also.

Corndogman
January 7th, 2009, 05:41 PM
You could get one very large image and break it up into multiple parts that line up, then UV map it to the skybox.

Edit:
Did a little Shoopin' today on a picture of myself, haven't really used it in a while so I was just brushing up:
http://i199.photobucket.com/albums/aa303/corndogman939/Cory_Edited_Mask.png

Sel
January 8th, 2009, 06:30 PM
Finished the middle.

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol.jpg

Some new renders of older parts of the level.

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol2.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol3.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol4.jpg

http://i93.photobucket.com/albums/l42/selentic/Models/ducklol5.jpg

I changed some stuff :party:

TeeKup
January 8th, 2009, 07:53 PM
So you remaking Wartorn Cove or what? it looks really good though, and If I had a gaming computer I'd love to play it. D:

Anton
January 8th, 2009, 08:08 PM
I think he's going for a canyon map in a shape/play feel of death island? Not sure though.

Sel
January 8th, 2009, 09:15 PM
So you remaking Wartorn Cove or what? it looks really good though, and If I had a gaming computer I'd love to play it. D:

I took the danger canyon layout and complexified it. Still gotta make the whole other side and a few buildings.

Thing is I haven't been able to make a good complete forerunner building since may D:

FluffyDuckyâ„¢
January 9th, 2009, 12:10 AM
And you have been trying to get me to help you, but I gave up because it's hard, thought I'm sure if I kept at it I'd make something good for you, so I'll continue. Lawl at this post.

DEElekgolo
January 9th, 2009, 02:21 AM
Unwrapping this \/
http://img361.imageshack.us/img361/7646/elitemr4.jpg

Heres the armor.
http://img386.imageshack.us/img386/7904/armorht0.jpg

And heres the skin/flesh.
http://img405.imageshack.us/img405/1002/skinvx9.jpg

SnaFuBAR
January 9th, 2009, 02:26 AM
You're wasting a ridiculous amount of space.

DEElekgolo
January 9th, 2009, 02:55 AM
I'm keeping the faces normalized.

Malloy
January 9th, 2009, 03:52 AM
the head plate and other key parts of armour are real small so they'll miss out big time on detail

Terror(NO)More
January 9th, 2009, 04:48 AM
-_- Normalized or not, you can still take up every bit of that space for that much more detail.. Im with Snaf on this.

ICEE
January 9th, 2009, 10:54 AM
How can you call yourself a "professional unwrapper?" seriously...

TeeKup
January 9th, 2009, 11:47 AM
I took the danger canyon layout and complexified it. Still gotta make the whole other side and a few buildings.

Thing is I haven't been able to make a good complete forerunner building since may D:

Nice, go ask Mass for help.

DEElekgolo
January 9th, 2009, 01:28 PM
Is this better? They are scaled according to detail.
http://img265.imageshack.us/img265/957/skindh0.jpg
http://img443.imageshack.us/img443/6738/armpruo2.jpg

teh lag
January 9th, 2009, 01:47 PM
You're still wasting so much space it isn't funny. TONS of stuff can be sclaed up more.

DEElekgolo
January 9th, 2009, 03:37 PM
http://img184.imageshack.us/img184/6812/skinav8.jpg
http://img369.imageshack.us/img369/155/armortd0.jpg

MetKiller Joe
January 9th, 2009, 04:35 PM
You could do better.

This is the general idea:

http://img352.imageshack.us/img352/5736/uvwmappingzq6.jpg

DEElekgolo
January 9th, 2009, 04:36 PM
Is that a pillar?

MetKiller Joe
January 9th, 2009, 04:41 PM
Is that a pillar?

Whether it is or is not is not relevant. It is the concept which it illustrates that is important.

DEElekgolo
January 11th, 2009, 01:08 AM
I finished sculpting nugget's elite.
Here is the actual geometry.
http://img253.imageshack.us/img253/2060/scr7673481wc2.jpg

Just the normal map applied to the elite.
http://img253.imageshack.us/img253/7751/scr7685632pr0.jpg

Normal map applied with the green channel flipped.
http://img264.imageshack.us/img264/8093/scr7695579or7.jpg

Which looks better. Flipped green channel or no flip green channel? Pay attention to the veins.

Edit:
Skinned it.

http://img339.imageshack.us/img339/5299/scr3325924at1.jpg

DaneO'Roo
January 11th, 2009, 04:03 AM
Urgh, your uv maps are terrible, almost half the space is wasted.

Your normals don't do anything. There are no muscle groups, no interesting shapes, just fine detail, fine detail which would most likely become completely null due to compression in any modern engine.

Diffuse is not a diffuse at all, rather an overlay for a PROPER texture.

Look at the original elites, and other references like Aliens and Predator.

If I were you, I'd be starting back again at the unwraps, because that is wasted space and wasted time as far as I'm concerned.

DEElekgolo
January 11th, 2009, 04:15 AM
I didn't use those UV maps for this elite. Also the armor will cover the body anyways so the diffuse texture will be changed drastically.
http://img405.imageshack.us/img405/9331/zgrab01iq3.jpg

The skin. I made a little mistake with the lip flaps. That will be fixed.
http://img442.imageshack.us/img442/1074/eliteskingm3.jpg

DaneO'Roo
January 11th, 2009, 05:02 AM
That is not a hi res sculpt. That looks like a turbosmooth.


and the diffuse is URGH.

Again, that is not a diffuse. You've not only wasted space in the uv map, but you've also wasted the res of the texture by having a blurry diffuse.

Malloy
January 11th, 2009, 08:22 AM
That is not a hi res sculpt. That looks like a turbosmooth.


and the diffuse is URGH.

Again, that is not a diffuse. You've not only wasted space in the uv map, but you've also wasted the res of the texture by having a blurry diffuse.



any solutions to those relevant points?

-help him out a little :P

DaneO'Roo
January 11th, 2009, 01:12 PM
Theres only 1 solution.


Do it again, and try this time, because the uv layout is half assed, the sculpt is half assed and the diffuse isn't even half assed, it's just bad.

LinkandKvel
January 11th, 2009, 01:51 PM
Theres only 1 solution.


Do it again, and try this time, because the uv layout is half assed, the sculpt is half assed and the diffuse isn't even half assed, it's just bad.

What's half assed to you may be full effort to someone else. That doesn't really help him out.

SnaFuBAR
January 11th, 2009, 02:38 PM
study some anatomy before attempting a sculpt again, because you completely missed the point. looks more like soggy mashed up clay with silly putty over it than a sculpt.

your diffuse looks nothing like elite skin.

While i'm at it i might as well comment one last time that your UV's are a waste. I hope you honestly start taking crit instead of making more excuses like, "oh it's gonna be covered, it doesn't matter". If it doesn't matter, why are you doing it in the first place?

What's your relevance to the project if your UV is poor, your sculpt is poor and your texture is poor? Why shouldn't you outright be replaced?

mech
January 11th, 2009, 03:16 PM
http://img443.imageshack.us/img443/7789/bloodaspcockpitkg2.png
http://img218.imageshack.us/img218/5468/bloodaspgame2ax8.jpg

TeeKup
January 11th, 2009, 03:18 PM
Blood Asp. <3

Fucking love the Blood Asp.

DEElekgolo
January 11th, 2009, 03:19 PM
study some anatomy before attempting a sculpt again, because you completely missed the point. looks more like soggy mashed up clay with silly putty over it than a sculpt.

your diffuse looks nothing like elite skin.

While i'm at it i might as well comment one last time that your UV's are a waste. I hope you honestly start taking crit instead of making more excuses like, "oh it's gonna be covered, it doesn't matter". If it doesn't matter, why are you doing it in the first place?

What's your relevance to the project if your UV is poor, your sculpt is poor and your texture is poor? Why shouldn't you outright be replaced?
I got the first part but telling me that I should be replaced did not help me at all.

MetKiller Joe
January 11th, 2009, 03:35 PM
I'd really like to see the finished UVW map because it seems like you improved a bit.

As for the zbrush sculpting, it looks decent, but you could add more detail and not just go over it with a simple brush adding a speck here and there.

Dane's crit is a bit harsh (although true); I don't think you need to start over.

My two cents.

Heathen
January 11th, 2009, 03:52 PM
Crowded mech hud is crowded.

mech
January 11th, 2009, 03:58 PM
It is? Lewl, I know I took the shot from sandbox.

Sel
January 11th, 2009, 08:53 PM
Really cool shit mech :)

Rob Oplawar
January 11th, 2009, 09:20 PM
:mechs:
I love you

You know, I've always wanted to see Mech Warrior redone properly. None of this "Mech Assault" bullshit, where you see the mechs in third person. I miss choosing your chassis and weapon layout and looking down from your high perch in your cockpit while you rain destruction on the world.

God, it's been forever, all of a sudden I'm feeling extremely nostalgic. I wonder if I can get it running... it runs on DOS, right?

DaneO'Roo
January 11th, 2009, 11:37 PM
Mech, that is awesome. What engines that?

Con
January 11th, 2009, 11:39 PM
Mech, that is awesome. What engines that?
Crysis

jngrow
January 11th, 2009, 11:40 PM
Crowded mech hud is crowded.
This. But other than that it looks sweeeeeet.

DaneO'Roo
January 11th, 2009, 11:51 PM
Thought so. The AO looked familiar.

Con
January 12th, 2009, 12:05 AM
Mech HUDs are meant to be crowded

Rob Oplawar
January 12th, 2009, 12:29 AM
Mech HUDs are meant to be crowded
This man knows what he's talking about. Keep up the good work, Mech.

NuggetWarmer
January 12th, 2009, 01:38 AM
Just trying out my new/old tablet. A self portrait lol.
http://i164.photobucket.com/albums/u27/foxymccloud/Animation%20and%20Drawing/selfportrait.jpg (http://i164.photobucket.com/albums/u27/foxymccloud/Animation%20and%20Drawing/selfportrait.jpg)
It's really sketchy and shit, I know. My hands are always shaky; I gotta find something to fix that. :p

DaneO'Roo
January 12th, 2009, 01:43 AM
thinner brush, also what tablet are you using?

NuggetWarmer
January 12th, 2009, 01:45 AM
Yeah, I thought I should've used a thinner brush, and I'm using a Wacom Intuos3 6x8.


"FOR THE SERIOUS PHOTOGRAPHER, DESIGNER, AND ARTIST"

jngrow
January 12th, 2009, 02:13 AM
Mech HUDs are meant to be crowded
But it was ugly default Crysis console font, and the stuff was in kinda awkward places on the screen.

DaneO'Roo
January 12th, 2009, 02:38 AM
good choice

ExAm
January 12th, 2009, 04:13 AM
But it was ugly default Crysis console font, and the stuff was in kinda awkward places on the screen.It was taken in Sandbox, so the status messages are going to be displaying all over the place. Should be different in normal play.

FluffyDuckyâ„¢
January 12th, 2009, 02:33 PM
http://img443.imageshack.us/img443/7789/bloodaspcockpitkg2.png
http://img218.imageshack.us/img218/5468/bloodaspgame2ax8.jpg

Lmao, finally got them in game. :)

MetKiller Joe
January 12th, 2009, 02:59 PM
Wow, that looks awesome. Though, somehow, the mechs don't look nearly as good as when they were rendered in Max (like they lost a lot of geometric detail). Are these final textures because have one or many textures that look the same (same color, no contrast) doesn't make anything stand out, to be honest.

Con
January 12th, 2009, 10:42 PM
Mech, you got any videos of those things in action?

NuggetWarmer
January 13th, 2009, 01:48 AM
Messing around with the tablet some more:
http://i164.photobucket.com/albums/u27/foxymccloud/Animation%20and%20Drawing/lol.jpg

Reaper Man
January 13th, 2009, 04:55 AM
Uh, so what do you want crit on? I see a buncha doodles..

NuggetWarmer
January 13th, 2009, 09:41 AM
Mostly the mountain. I had an idea going, but then my ADD kicked in and I got bored.

LinkandKvel
January 13th, 2009, 11:12 AM
http://soundclick.com/share?songid=7229461

I think this is good for 20 minutes worth of work.

Joshflighter
January 13th, 2009, 11:31 AM
Just trying out my new/old tablet. A self portrait lol.

(pic)


It's really sketchy and shit, I know. My hands are always shaky; I gotta find something to fix that. :p

I think you are off by a few years. :P

But Nice. :o

mech
January 13th, 2009, 10:14 PM
Mech, you got any videos of those things in action?

There's a video in the making, but the older ones we have are now mediocre at best compared to the content we have now.

But I have a shitload of screenshots.


http://www.mechlivinglegends.net/cpg/albums/userpics/10001/IS_Longinus_wip.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/IS_Longinus_wip_2.jpg
^That armor is replacing the armor suit on the Atlas
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/loginus-atlas-comparison.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/4bloodasps_swamp01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/oohshiny01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/mech_graveyard02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/3.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/puma_4variants.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/puma_4variants.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/WalkingthroughtheCity02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/demolisher_4_variants_1652x988.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/awesome_4variants.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/ReadytoStrike02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/redis_extremity_combat01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/2demolishers_dukingitout.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/MWLL_ShivaRun02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/MWLL_CurbStomp02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/MWLL_LightWeightFight02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/warhammer_variants01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/ClearCut_Action03.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/warhammer_frontal_nohud01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/warhammer_overshoulder_nohud01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/boombyebye01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/taged01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/clearcut_promo02.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/mc_clearcut01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/morrigu-nightstrike01.jpg
http://www.mechlivinglegends.net/cpg/albums/userpics/10001/3a.jpg
http://media.moddb.com/images/mods/1/9/8528/elemental_default.jpg
http://media.moddb.com/images/mods/1/9/8528/elemental_artic.jpg

LinkandKvel
January 13th, 2009, 10:31 PM
^:awesome:, Needs more spoiler tags and 56K Warning.

Sel
January 13th, 2009, 10:36 PM
Hot shit in a champagne glass there.

Con
January 13th, 2009, 10:41 PM
I just jizzed in my pants

Huero
January 13th, 2009, 11:00 PM
I just jizzed in my pants

well that's good I'd hope you wouldn't jizz anywhere else.
No really though those are beautiful ;-;

LinkandKvel
January 13th, 2009, 11:08 PM
lol @ Atlas ready to step on Elemental.

DaneO'Roo
January 13th, 2009, 11:44 PM
Great work. The environments need tweaking and the mech textures are pretty ordinary, but it looks quite polished and things seem to be working nicely.

nick3d
January 14th, 2009, 08:18 AM
looks awesome!

rossmum
January 14th, 2009, 09:07 AM
Just installed tablet drivers, did a quick scribble to make sure all was working as intended

http://i298.photobucket.com/albums/mm258/rossmumv2/daksoldier.jpg

TeeKup
January 14th, 2009, 11:35 AM
Jesus mech, what engine is that. Also elemental ftw.

Corndogman
January 14th, 2009, 11:52 AM
Mech, that is awesome. What engines that?


Jesus mech, what engine is that. Also elemental ftw.


Crysis

Yarr.

killer9856
January 14th, 2009, 04:58 PM
That Mech map has a lot of fun written all over it. Awesome.

Malloy
January 14th, 2009, 06:43 PM
An early concept for a local girl 'soft-rock' band logo... already got feedback from them, they love it but want it to be more girly.

- I also know the edges are real scruffy... and thats because i just took some photos of playing cards and cropped them out quickly and roughly whilst the idea was still fresh in my noodle.

Ideas to make it more 'girly' please :P

http://i131.photobucket.com/albums/p307/sgtbotley/killvegasconcept1.png

SMASH
January 14th, 2009, 06:52 PM
Make all the suits bright red hearts

ExAm
January 14th, 2009, 06:57 PM
Make all the suits bright red hearts

no.

DEElekgolo
January 14th, 2009, 06:58 PM
Desaturate everything and have the hearts be pink.

Heathen
January 14th, 2009, 07:02 PM
̕̚̕̚ ̔̕̚̕̚҉ ҉̵̞̟̠̖̗̘̙̜̝̞̟




Uh, you could find more girly cards....some have girly patterns..

Malloy
January 14th, 2009, 07:05 PM
Like this mb?

http://i131.photobucket.com/albums/p307/sgtbotley/killvegasconcept2.png

DEElekgolo
January 14th, 2009, 07:38 PM
Needs more DOF.


̕̚̕̚ ̔̕̚̕̚҉ ҉̵̞̟̠̖̗̘̙̜̝̞̟





Copying my custom title?

Malloy
January 14th, 2009, 07:41 PM
Depth of Field?,

slay me now, Its gotta be clear to some degree so people can read it.

MMFSdjw
January 14th, 2009, 09:13 PM
Like this mb?

http://i131.photobucket.com/albums/p307/sgtbotley/killvegasconcept2.png

I think I liked the red better.

When I think of 'girly' design I think of lots of curly stuff like this
http://farm4.static.flickr.com/3270/2380979855_fbf670357b.jpg

Or this
http://www.phrizbie-design.com/beautiful-logo-designs/girly-girl-logo-design.jpg

Maybe try going back to the red but in the "epic win here" place a single large heart with fancy, curly stuff in the same way the little curlies surround the pink circle in the second pic above.

does that make sense?

SnaFuBAR
January 14th, 2009, 09:23 PM
Sent you a PM.

MMFSdjw
January 14th, 2009, 09:26 PM
lol, wrong person, Malloy is the one making the logo, not me. :p

Heathen
January 14th, 2009, 09:33 PM
rofail.

I think the curlies idea is good.

Kinda what I meant by girly patterns.

English Mobster
January 14th, 2009, 11:24 PM
Two random images I made by screwing around with Photoshop:
First, I followed this tut (http://www.biorust.com/tutorials/detail/27/en/) and wound up superimposing a hand over it. I was going to make it a .gif with a face which popped up every so often, but I decided against it.
http://i449.photobucket.com/albums/qq219/The_Mudkip_Army/circuts.jpg
That face which I was going to make pop up, after some modifications (a.k.a. Me hitting random buttons), turned out like this:
http://i449.photobucket.com/albums/qq219/The_Mudkip_Army/zombie_blood.gif

ICEE
January 14th, 2009, 11:38 PM
is that a borg?

English Mobster
January 14th, 2009, 11:47 PM
Haha, it does look like one, doesn't it?
Nah, just some random thing cooked up in my imagination.

Corndogman
January 15th, 2009, 02:08 PM
I like the Pink better Malloy, its all just personal preference really, but I think it works better with the girly-ness of it. Put something Curly in the epic win spot though, and it'll look good.

E: Mech, Your stuff looks great and all, but this is a crit thread, and your not really even looking for crit on all of it. Could you at least put some spoiler tags on it?

Malloy
January 15th, 2009, 02:09 PM
thanks, im working on it :D

killer9856
January 15th, 2009, 08:12 PM
I was practicing terrain with my tablet, I think i got a basic understanding of making it. Got a long way to go though

http://img177.imageshack.us/img177/5581/mountainsceneov7.th.jpg (http://img177.imageshack.us/my.php?image=mountainsceneov7.jpg)

I just need to learn how to make a sky. Anyone can help me with that, like a few tips or tricks? Or if there's a tutorial, that would be awesome.

Terror(NO)More
January 15th, 2009, 08:14 PM
Just from a Point of View. The yellow or flower things.. the ones closer to the viewer would be bigger and further away smaller kinda common sense thing.

killer9856
January 15th, 2009, 08:51 PM
I did that, but now that I look at it, I see I did some wrong things in there. Each piece of land has its own size, so not good enough "depth" I did then :(

Also, I did a little forerunner texture after a while. Comments?

http://img394.imageshack.us/img394/5486/paintedbfmeyb3.jpg

Heathen
January 15th, 2009, 09:16 PM
Sexy

Hunter
January 16th, 2009, 05:52 AM
That looks pretty nice.

Edit: Did this a while ago.

http://i58.photobucket.com/albums/g268/martynball/uvw_unwrap_1.jpg

Just want to know if the unwrap is "good"? Bare in mind there are more parts which will take the space in the middle.

MetKiller Joe
January 16th, 2009, 08:20 AM
That looks pretty nice.

Edit: Did this a while ago.

http://i58.photobucket.com/albums/g268/martynball/uvw_unwrap_1.jpg

Just want to know if the unwrap is "good"? Bare in mind there are more parts which will take the space in the middle.

If there are parts which will exactly or almost perfectly fit within the black voids with little or no stretching (porportional to the size of all of the other parts' UVW coords), then yes, looks great, but if there are parts that you doubt will fill the middle and the bottom and somewhat upper left, then I'd sugget you try and move stuff around so you get the most out of all of that space.

Hunter
January 16th, 2009, 08:25 AM
It will probably unwrap it again, I was just messing around ages ago and found that in my photobucket.

teh lag
January 16th, 2009, 12:12 PM
Just want to know if the unwrap is "good"? Bare in mind there are more parts which will take the space in the middle.

You could have used space WAY more efficiently. A lot of parts could have been scaled up. Without that "middle" though, it's really hard to say. It looks clean at least.

So I'm now venturing into the world of covie - if anyone can give me some opinions on if I'm in the right direction, it'd be much appreciated. Irony of ironies, I was pretty wasteful myself with the UV.

http://img176.imageshack.us/img176/892/cbatteryallredme9.png (http://imageshack.us)
http://img515.imageshack.us/img515/7470/cbatteryrawredli5.png (http://imageshack.us)
http://img515.imageshack.us/img515/183/cbatteryclaypu9.png (http://imageshack.us)

Diffuse :
http://img72.imageshack.us/img72/7640/cbatterydiffuseyo2.jpg (http://imageshack.us)

Specular :
http://img132.imageshack.us/img132/4250/cbatteryspectw5.jpg (http://imageshack.us)

Bump :
http://img132.imageshack.us/img132/6766/cbatterybumpcr0.jpg (http://imageshack.us)

Tris : 764

Yeah, I know the cicle is distorted on the top.

Heathen
January 16th, 2009, 12:43 PM
Looks covenant-esque but it doesn't really seem it.

Invader Veex
January 16th, 2009, 01:49 PM
Add a couple darker grudge-styled brushes on the colored part for the diffuse. And perhaps make the color slightly a bit more red.

Heathen
January 16th, 2009, 01:58 PM
make it a bit more purpley.

Something about the top bothers me.

teh lag
January 16th, 2009, 02:11 PM
Add a couple darker grudge-styled brushes on the colored part for the diffuse. And perhaps make the color slightly a bit more red.


make it a bit more purpley.

Something about the top bothers me.

Keep in mind that the coloring is handled by a change-color map; it can be literally anything.

Heathen, could you (if possible) try to be more specific about what's wrong? I also feel something's not quite right, but I can't tell what - that's why I posted it here.

Heathen
January 16th, 2009, 02:28 PM
Thatsthe thing...I am not really sure. I just dont think it looks covie.

DEElekgolo
January 16th, 2009, 02:55 PM
It needs to have more of an organic feel to it.

Advancebo
January 16th, 2009, 03:41 PM
Do I smell Covenant Fusion Coil?

Pooky
January 16th, 2009, 03:43 PM
Keep in mind that the coloring is handled by a change-color map; it can be literally anything.

Heathen, could you (if possible) try to be more specific about what's wrong? I also feel something's not quite right, but I can't tell what - that's why I posted it here.

Too many sharp angles, looks like some kind of hybrid of Forerunner and High Charity styles

ICEE
January 16th, 2009, 04:43 PM
It looks to hard and blunt. It should have a smoothness to it, and maybe make the edges look almost sharp. It looks more human that covenant to me.

Geo
January 16th, 2009, 06:38 PM
This is a male character model underlay that I'm working on for the Source Engine.

Tri-count: About 2000

http://i724.photobucket.com/albums/ww243/scottclark610/malecharacter.jpg

DEElekgolo
January 16th, 2009, 06:42 PM
He is leaning forward too much and his arms need to move forward a bit.

Geo
January 16th, 2009, 06:48 PM
I can agree with you on the arms, but the model isnt even fucking rigged. Leaning forward is nothing.

LinkandKvel
January 16th, 2009, 06:48 PM
Not sure exactly what it's called, but the area behind his knee is too thin. Also are there any elbows?

DEElekgolo
January 16th, 2009, 06:48 PM
It doesnt have to be rigged for it to look like its leaning forward.

Geo
January 16th, 2009, 06:49 PM
Not sure exactly what it's called, but the area behind his knee is too thin. Also are there any elbows?

Omg haha. I didn't even notice that. I'll get on it. And like I said at halomaps DEE, it doesn't matter if hes leaning forward like that before he is rigged.

ICEE
January 16th, 2009, 06:55 PM
I think I get what dee means. From the knee up, it looks curved outward. Rigging could fix it I suppose though..

JunkfoodMan
January 16th, 2009, 07:40 PM
he looks too bulgy. his muscles/structure needs to be more subtle.

Sel
January 16th, 2009, 08:20 PM
http://www.hivclan.net/hivshack/images/os7vssus4f2gfg155lzz.jpg

http://www.hivclan.net/hivshack/images/4kdvghe46swm0zc78oeq.jpg

And an incredibly bad top view render to give a better idea of the layout I've setup here.

http://www.hivclan.net/hivshack/images/dyrt677688551d1mk0x0.jpg

Also the cave doesnt go anywhere, and will probably lead to some forerunner room with a teleporter leading to somewhere else.

paladin
January 17th, 2009, 12:26 AM
Looks good. I'd do a little more geometry in the cliffs but looks great.

DEElekgolo
January 17th, 2009, 01:04 PM
Girl
http://img297.imageshack.us/img297/4958/girlkz7.jpg
Girl UV
http://img120.imageshack.us/img120/1821/girluvmh5.jpg

Roostervier
January 17th, 2009, 01:19 PM
Waste less space, k? This is probably the 5th time you've shown us UVs you've made and you still haven't gotten any better. Take our advice already.

Bad Waffle
January 17th, 2009, 01:26 PM
Who modeled that girl?

DEElekgolo
January 17th, 2009, 01:28 PM
If I was to try and use as much space as possible then I would end up with uvs like this.
http://img72.imageshack.us/img72/9360/girluvbadzd4.jpg

Who modeled that girl?
Who else?

Roostervier
January 17th, 2009, 01:31 PM
Tbh that's better than what you first posted.

DEElekgolo
January 17th, 2009, 01:34 PM
The texture is going to be low-res and I wanted the UV to be aligned right in the case of extreme dithering or pixelated normal maps. But if it seems to please you guys better. Then I will UV like that.

Anton
January 17th, 2009, 01:35 PM
The priority of the individual shells are screwed up. I would want the face piece the biggest, followed by the clothing/arms/legs. However, it's your Layout not mine.

In all honesty, I liked the layout of the first better, just utilize your space more.

DEElekgolo
January 17th, 2009, 01:40 PM
On the first one, I scaled the UV elements according to detail importance. Most of the skin was going to be hidden by the clothes so I scaled that lower then the actual clothes. And I aligned them so then the detail I plan on putting on them have more pixel flow. But apparently not everyone agrees on that.

MetKiller Joe
January 17th, 2009, 01:43 PM
DEE, the reason why everybody keeps bugging you about the UV mapping you've been doing is because you seem not the realize that all of that extra space = detail that could have been there. That black space is screaming "fill me in fill me in fill me in." You don't want to be racist now do you ;) ?

DEElekgolo
January 17th, 2009, 01:48 PM
I scale the elements the same way I want the detail amount to be. The uvs are fine for what I plan on doing what I need to do with them. The skin elements are smaller as they have less detail. The cloth is bigger. But the way I pack them is to have better pixel flow and so they are easier to texture since I separated the cloth elements from the skin elements. If I was to use the second one then I would have pixelated normal maps and textureing it will be a bitch.

Bad Waffle
January 17th, 2009, 01:57 PM
Dee, lemme see your model so i can show you how the UV's should be.

DEElekgolo
January 17th, 2009, 02:00 PM
Sent.

Roostervier
January 17th, 2009, 02:09 PM
If you made the normal maps lower res then they'd be pixelated no matter what. By utilizing more of the space, you aren't making your normal map more pixelated, you're making it less pixelated.

DEElekgolo
January 17th, 2009, 02:10 PM
Which is why I made the areas that show more be less pixelated by scaling them up.

Disaster
January 17th, 2009, 04:13 PM
If you made the normal maps lower res then they'd be pixelated no matter what. By utilizing more of the space, you aren't making your normal map more pixelated, you're making it less pixelated.



Which is why I made the areas that show more be less pixelated by scaling them up.

I'm confused lol

DEElekgolo
January 17th, 2009, 04:13 PM
Updated UVs.
http://img294.imageshack.us/img294/795/girlclothqc5.jpg
http://img201.imageshack.us/img201/636/girlskines1.jpg

ExAm
January 18th, 2009, 01:18 AM
shot tags shot tags shot tags

DEElekgolo
January 18th, 2009, 02:22 AM
http://img516.imageshack.us/img516/7806/girlxq5.jpg
Dis be an ugly bitch. I'll start texturing the skin so I can stop seeing her.

Heathen
January 18th, 2009, 02:39 AM
BHAHAHAHAHA!


You provided great lulz.

Nice hair.

Anton
January 18th, 2009, 02:46 AM
Blowup Doll lips :3

haha, keep workin' on it.

LinkandKvel
January 18th, 2009, 03:01 AM
http://img516.imageshack.us/img516/7806/girlxq5.jpg
Dis be an ugly bitch. I'll start texturing the skin so I can stop seeing her.Holy Shit when did Faith get fat? I guess after she got done with Mirror's Edge.

Advancebo
January 18th, 2009, 10:23 AM
http://img516.imageshack.us/img516/7806/girlxq5.jpg
Dis be an ugly bitch. I'll start texturing the skin so I can stop seeing her.

It looks like a plastic toy with felt clothing.

Invader Veex
January 18th, 2009, 11:21 AM
It looks like a plastic toy with felt clothing.

:lol: Agreed.

DEElekgolo
January 18th, 2009, 03:39 PM
http://img243.imageshack.us/img243/2176/scr4685921lv0.jpg
Im tired of seeing this ugly bitch so I pronounce it done.
Fail texture.
http://img206.imageshack.us/img206/5776/ladybodydiffuseir1.jpg

ICEE
January 18th, 2009, 03:41 PM
why is her eye so red? is she stoned?

teh lag
January 18th, 2009, 03:41 PM
That's not what people look like.

Anton
January 18th, 2009, 03:45 PM
It looks like she was playing in the dirt.. :3

ExAm
January 18th, 2009, 03:47 PM
You can take solace in the fact that it's at least better than Strider Vega Core's "3D Girl" :v:

Roostervier
January 18th, 2009, 04:01 PM
Reminds me of Jay.

Hunter
January 18th, 2009, 04:01 PM
It looks like DeeHunter :)

CSFLOYD
January 18th, 2009, 04:44 PM
It looks like DeeHunter :)
lol, the only thing wrong I see with it is that it's face is really screwed up.

Disaster
January 18th, 2009, 04:50 PM
in b4 dane

ExAm
January 18th, 2009, 05:10 PM
^This.

Hotrod
January 18th, 2009, 05:22 PM
Reminds me of Jay.
Nah...Jay wasn't that good looking...

MetKiller Joe
January 18th, 2009, 05:31 PM
Nah...Jay wasn't that good looking...

Freakin' ouch.

DEElekgolo
January 18th, 2009, 05:31 PM
Good lord. Dane is going to come and make a bandwagon.

MetKiller Joe
January 18th, 2009, 05:46 PM
Good lord. Dane is going to come and make a bandwagon.

You are a beginner. Beginners need tutelage, and practice is practice. You, yourself, stopped working on the piece because you disapprove of its quality.

Although, agreeably, nobody has expressed any specific criticisms against this piece (that I've noticed), and so if Dane comes in and creates a bandwagon of people supporting him, call them out. There is no reason why anybody here should take Dane's crit as their own; if they do, they are just proving that they can't think by themselves.

SnaFuBAR
January 18th, 2009, 06:49 PM
The texture painting dull as all hell and really lacks any sort of definition whatsoever. One hell of a pointy chin, and uh, proportions of the face look way off, like she has some kind of retardation. The skin texture looks like she has some kind of disease all over her body. it's totally unsmooth and reminds me more of soaked leather than human skin.

Disaster
January 18th, 2009, 06:59 PM
The texture painting dull as all hell and really lacks any sort of definition whatsoever. One hell of a pointy chin, and uh, proportions of the face look way off, like she has some kind of retardation. The skin texture looks like she has some kind of disease all over her body. it's totally unsmooth and reminds me more of soaked leather than human skin.
This post just made my day :lmao:

ExAm
January 19th, 2009, 01:27 AM
I think Snaf just made a Danepost O:

SnaFuBAR
January 19th, 2009, 01:42 AM
i didn't cuss at all, nor did i offer help. how did i danepost? :s

Heathen
January 19th, 2009, 01:45 AM
ohhh burn

DaneO'Roo
January 19th, 2009, 03:14 AM
That fucking diffuse, jesus christ, please do more than multiply a tan fill layer onto your ao map.



Also, you have no idea what your talking about when it comes to uv space. Dithering has no fucking noticeable effect on a +150 dpi 2048 (im assuming) bitmap. Optimise your fucking uv space and stop wasting it. EVERY SINGLE FREAKING TIME you've posted uv maps, they' look like shit I did with paper cutouts in kindergarten, ok.

I seriously don't even know where to start.

Everytime you post it's like as if you've copy pasta'd someone who actually knows what they're talking about.

Stop trying so hard with this modern workflow you keep fucking up and actually try learning to do things like, i dunno:

Draw.
Paint.
Type.
and it wouldn't fucking hurt to play some tetris or something either.


RArararararaar



Please: http://www.vitamin3d.com/UT3-EgyptianWarlord.html

See how a real man does it. You've gotta PAINT that shit. You can't just simply overlay ao bakes and normal blue channels and expect to get colour detail.

DEElekgolo
January 19th, 2009, 09:37 AM
The resources are good but saying things like "That fucking diffuse, jesus christ" doesnt help. And I am using 1024x1024 bitmaps.

MetKiller Joe
January 19th, 2009, 11:40 AM
http://i31.photobucket.com/albums/c369/theone2kill/railing_circuits_04.jpg?t=1232386697

A forerunner texture I am working on. The middle black will be another texture entirely, this is from a UV template, so I was trying to build around it. No diffuse because I haven't decided the color scheme yet and my painting skills are piss poor. When I finish it up, I'll get rid of that extra white space on top and scale it to power of two dimensions.

Hunter
January 19th, 2009, 11:51 AM
I love the design. Well I like the middle part anyway, I dont really like the top bit.

MetKiller Joe
January 19th, 2009, 12:57 PM
I love the design. Well I like the middle part anyway, I dont really like the top bit.

Yeah, that's my bad, I didn't really define what I wanted to do with it (had it in my head, and I'm stupid enough to assume that you know the concept before I lay it out). Anyway, did some minor work on definition:

http://img149.imageshack.us/img149/8586/railingcircuits04qh3.jpg

I also forgot to mention that there will be a generic metal texture (which will be part of BiMyrrha, a map T1 and I are working on, and pasted wherever we will feel necessary) put into place in those grey areas without any definition.

DaneO'Roo
January 19th, 2009, 01:24 PM
you need to use less black lines. There's no need for them.

Use the polygon selection tool in photoshop, and just fill the selections in with a solid shade.

Rob Oplawar
January 19th, 2009, 06:21 PM
:lmao: this thread is amazing

e: fuck, I didn't see that there was one more page. I was referring to DeeHunter's awesome plastic disease-skinned chick.

Heathen
January 19th, 2009, 07:29 PM
:lmao: this thread is amazing

e: fuck, I didn't see that there was one more page. I was referring to DeeHunter's awesome plastic disease-skinned chick.
rofl.

ExAm
January 19th, 2009, 07:44 PM
Just made this phonecam pano of our airsofting grounds
http://www.hivclan.net/hivshack/images/jfuj0g0qhozjewd6enu.jpg

E: What the hell? Somebody find me a place that doesn't resize my images.
EE: Fixed

Sel
January 19th, 2009, 08:27 PM
E: What the hell? Somebody find me a place that doesn't resize my images.

yo

http://www.hivclan.net/hivshack/

Terror(NO)More
January 20th, 2009, 07:35 AM
Those lips wanna make me say, plastic surgery!

Roostervier
January 20th, 2009, 06:50 PM
http://img242.imageshack.us/img242/4867/highresrenderwg9.jpg
Mk.23 high res o:

I've got a low res already too but I wanted to see if you guys thought this was decently good.

Few things to address:
1)The grip blocks are there purely for baking normals, and since the normals won't deform the geometry any, it's okay if I let the grip stick out like that.
2)I'll add all the other detail in via photoshop. Thing lags my view port like a bitch.

Disaster
January 20th, 2009, 06:53 PM
Looks sweet mate. Theres not much I can say. Looks like a really good mesh.

Heathen
January 20th, 2009, 07:19 PM
Those lips wanna make me say, plastic surgery!
That comma wasn't necessary.

You didn't post a picture so I crit'd that sentence.

MetKiller Joe
January 20th, 2009, 08:11 PM
http://img242.imageshack.us/img242/4867/highresrenderwg9.jpg
Mk.23 high res o:

I've got a low res already too but I wanted to see if you guys thought this was decently good.

Few things to address:
1)The grip blocks are there purely for baking normals, and since the normals won't deform the geometry any, it's okay if I let the grip stick out like that.
2)I'll add all the other detail in via photoshop. Thing lags my view port like a bitch.

Looks good, any way we could get a more lit render? This one's a mite dark.

Roostervier
January 20th, 2009, 09:54 PM
Sorry about the darkness.

Anyway, baked AO and normals. Haven't opened in PS, so if you spot any errors (and I already do) don't worry, I'll be fixing them, and adding more detail to the normal. Also, trigger will stay the way it is because the way I uv'd it. No one will ever see those parts in game, so why waste UV space with them?

Rendered without the AO (made it look like shit when trying to show off the bump).

http://img177.imageshack.us/img177/6342/yeahhhcf9.jpg

http://img292.imageshack.us/img292/1331/yeahhh2lr9.jpg

And the UV's
http://img297.imageshack.us/img297/2839/mk23uvsad0.jpg

ICEE
January 20th, 2009, 09:57 PM
Looks pretty nice! UVs look excellent too.

Sel
January 21st, 2009, 07:19 AM
http://www.hivclan.net/hivshack/images/ghpqucxc5hdyogls4b.jpg

Other than that, looks cool.

Also parts of the render look really fucked up, like on the barrel in the second picture. Pretty sure it's the render and not the actual model though.