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ICEE
February 20th, 2010, 11:20 PM
Hunter, I don't really know where to place you.

I finally thought of a way to describe you.

See, in stories, there are dynamic characters, and static characters. You are a static characters. You were just as good when you got here as you are now and you were just as insisntent to not try to do anything different and never move from your comfort zone. You have changed very little if any. Whether that is bad or not is up to you.

By your definition, you are static as well. Your spelling and grammar may have improved, but the quality of your posts has not.

Don't be such a tool, posting shit like this when you clearly don't understand the situation.

ExAm
February 21st, 2010, 12:33 AM
Hi, I'm not a Studio moderator, but I play one on TV. Keep your petty arguments out of the thread and take it to PMs.

Heathen
February 21st, 2010, 01:19 AM
The guy in blue is supposed to be pinstriped exam?

Edit: Exam, allow me to at least clarify something that may have caused ICEE's post. When I posted on Hunter, I wasn't referring to the pelican or to the idea of letting Penguin optimize it. I think that is an excellent idea because, as he said, penguin would know which details he would want to take out and even whole faces if he needed depending on which way the pelican will be facing. I was referring to hunter as a whole and did not mean it as an insult. He was a decent modeler when he got here and he is still just as good. He has done some pretty good stuff and I am still impressed with the stuff he cranks out. I doubt you were hunter, but if you were offended, as ICEE seems to think, I apologize. That wasn't my intent.

My comment was ill-timed, but I had been wanting to say that and you had just reminded me with your post. Nothing about your post pertained to what I had said and I think your pelican and decision were fine.

PenGuin1362
February 21st, 2010, 06:43 PM
Hello, I am a Studio moderator. No one cares, get back to posting random crap and stop arguing.

beele
February 22nd, 2010, 03:05 AM
Not really all custom content, except for the sign (which is very simple).

I decided to get back into crysis modding after being out for a while. And I decided to make a "gravity gun", now this isn't the gravity gun we all know from half life, this "gun" turns the gravity off and on for the whole level, not just for one object.

It's almost finished, still tweaking the flowgraph and some settings here and there.

fOmGDDz0P0A

paladin
February 22nd, 2010, 06:17 PM
Pretty cool ther

Futzy
February 23rd, 2010, 06:22 PM
I think I have actually made a portfolio layout that I like
http://derekdennison.codebrainshideout.net/pictures/gfhdskljg.jpg
And now that I've had a crash course in html I may actually be able to do something with it

Anton
February 23rd, 2010, 06:51 PM
Mr. Big, that seems way to busy. Maybe rid of the clutter on the left side; put your certification, et cetera elsewhere.

Corndogman
February 23rd, 2010, 07:37 PM
Yeah, put the adobe certification thing on the about page.

Invader Veex
February 23rd, 2010, 11:45 PM
Haven't done this shit in ages....

http://img411.imageshack.us/img411/9543/metalplatefloorfulllght.jpg

Futzy
February 24th, 2010, 06:11 PM
is that in-engine?
still wip: http://derekdennison.codebrainshideout.net/

Bastinka
February 24th, 2010, 07:42 PM
The left hand side Banner seems a little too busy, as mentioned before. The navbar at the top seems kind of overdone, and if it looks the way it does one would at least expect a mouse over effect. The 'vector' art on the left hand side banner is also quite ugly as some of the branches get fatter in areas and it looks strange and unproportional to the rest of the 'tree'. Did you make that flash app which browses images? Might I suggest not using Flash but instead either IFRAME or Javascript. Though flash is nice it's really not necessary for a simple thing such as this and it really doesn't fit in with the rest of the design.

One thing I do see is an improvement which I like, is the bottom logo along with the copyright information. The text is slightly blurry, think about actually putting the text there instead of making it an image file. You can put custom fonts on a web page and make the client load it you know.

Sel
February 25th, 2010, 01:49 AM
yo whatup

http://dl.dropbox.com/u/3332789/ticonderogawip3.png

http://dl.dropbox.com/u/3332789/yawn.png


obviously neither is done yet

Sel
February 25th, 2010, 05:33 PM
http://dl.dropbox.com/u/3332789/ticonderogawip5.png

Sel
February 25th, 2010, 10:00 PM
huh

http://dl.dropbox.com/u/3332789/ticonderogawip6.png

http://dl.dropbox.com/u/3332789/ticonderogawip6b.png

Heathen
February 25th, 2010, 10:54 PM
Lol, that border issue is really funny with the transparency.

Sel
February 25th, 2010, 11:01 PM
I saw that, gave me a bit of a scare!!

BobtheGreatII
February 25th, 2010, 11:53 PM
That's a nice boat you have there.

p0lar_bear
February 26th, 2010, 05:25 AM
Shot. Tags.

Use them.

neuro
February 26th, 2010, 09:30 AM
sel, still need those turrets?

Sel
February 26th, 2010, 01:30 PM
Shot. Tags.

Use them.

No, they looked better leaving my post.


sel, still need those turrets?

That would be wonderful :)

Sel
February 26th, 2010, 05:20 PM
selentic is a faggot

Futzy
February 26th, 2010, 05:27 PM
that boat is sailing right off the page

Hunter
February 26th, 2010, 05:58 PM
The boat is a stupid PNG :@

Sel
February 26th, 2010, 06:06 PM
Sorry I'm a faggot with a broadband connection!!!

Hunter
February 26th, 2010, 06:21 PM
So am I, but not everyone is :P

p0lar_bear
February 26th, 2010, 06:44 PM
More like not everyone here has the luxury of 5 widescreen monitors side-by-side.

Heathen
February 26th, 2010, 07:40 PM
So am I, but not everyone is :P

loolololol

Hunter
February 26th, 2010, 07:49 PM
PolaBeer(Yes, intentional): Can't you make it detect the width of images and shrink them? Actually, is there a max-width CSS attribute?



img {
max-width=100%; //Fills container div?
}


I dunno.

rossmum
February 26th, 2010, 08:09 PM
huh
i see more than a bit of aegis in that

is it going to shoot down iranian airliners?

kid908
February 26th, 2010, 09:41 PM
I've been trying to get the phantom material in max to resemble the ones in halo 3 a bit. This is what I ended up with. Anyway to get it closer? C&C. Model and texture by Bungie with a few minor modification by me to achieve result. (This is about commenting on the material/shader for those who are tempted on saying some "rip" shit)

http://img194.imageshack.us/img194/6471/260210.jpg
http://img193.imageshack.us/img193/5703/260210b.jpg

teh lag
February 26th, 2010, 10:02 PM
The specular patten shows up WAY too much. The colors don't seem quite right either.

http://ui23.gamefaqs.com/886/gfs_63166_2_6.jpg

Get some less white colors and some falloff on your specular color part of the shader.

The plasma just looks... poor. IMO you'd be better off doing stuff with a gradient and 3ds' noise settings.

kid908
February 26th, 2010, 10:08 PM
The specular patten shows up WAY too much. The colors don't seem quite right either.

http://ui23.gamefaqs.com/886/gfs_63166_2_6.jpg

Get some less white colors and some falloff on your specular color part of the shader.

The plasma just looks... poor. IMO you'd be better off doing stuff with a gradient and 3ds' noise settings.

Yeah. the bitmap was really low quality. 128x128

Is there a way to put the fall off on to where it doesn't affect the other parts? I've been having through with that. It just apply the fall off to the entire mesh, not just the purple/blue spot.

Sel
February 26th, 2010, 10:29 PM
Idk, if I do put it in tf2 I was considering the gun firing on something at the end of a round?

@ross

SnaFuBAR
February 26th, 2010, 11:31 PM
yo sel the bridge is boring as hell. i have pics of a destroyer i toured, i could give you some pix. turrets are boring too.

kid908
February 26th, 2010, 11:32 PM
http://img519.imageshack.us/img519/8260/260210c.jpg
How about now?

Con
February 27th, 2010, 12:14 AM
made a spammer thing

http://img402.imageshack.us/img402/701/spammer.jpg

*shrug*

ExAm
February 27th, 2010, 12:18 AM
Ew, TextPad.

Con
February 27th, 2010, 12:31 AM
shut up i like it :smith:

Sel
February 27th, 2010, 12:46 AM
yo sel the bridge is boring as hell. i have pics of a destroyer i toured, i could give you some pix. turrets are boring too.

http://www.navsource.org/archives/04/1147/04014720.jpg

http://www.globalsecurity.org/military/systems/ship/systems/images/mk45shot.jpg

Oh that's right con being the huge faggot he is, deleted them!!

http://dl.dropbox.com/u/3332789/ticonderogawip7.png

http://dl.dropbox.com/u/3332789/ticonderogawip7b.png

http://dl.dropbox.com/u/3332789/ticonderogawip7c.png

Con
February 27th, 2010, 12:49 AM
obligatory USS Iowa post:
http://callitaweasel.files.wordpress.com/2009/10/ship_battleship_iowa_front_firing_lg.jpg

http://www.navweaps.com/Weapons/WNUS_16-50_mk7_Iowa_pic.jpg

edit: sel, why didnt you model this ship instead? It's way cooler.

Sel
February 27th, 2010, 01:24 AM
what the fuck is that ugly monstrosity.

maybe later

teh lag
February 27th, 2010, 08:49 AM
Is there a way to put the fall off on to where it doesn't affect the other parts? I've been having through with that. It just apply the fall off to the entire mesh, not just the purple/blue spot.

Just have it be a mix between the purple and non-purple part using the CC map as a mask?


http://img519.imageshack.us/img519/8260/260210c.jpg
How about now?

Specular still doesn't look right. It's better, but it needs less white, more color. Look at the picture again.



yo sel the bridge is boring as hell.

Yeah. Those beveled-out things on the front and sides with bolts on them just look weird - I can't tell what they're for or why you would put them there with gigantic bolts on them like that. If it had other similar objects spread around it wouldn't be as bad because you would at least have established that as part of the destroyer's palette of detail objects. Right now they're just sitting there with nothing around them and they're just out of place. Stick something there to make them less isolated or replace them with something else.

Dwood
February 27th, 2010, 09:57 AM
made a spammer thing

*img*


What libs are you using to hook your spammer into halo, if you are?

Java doesn't have any native address-read/write functions because of JVM. Are you just simulating keyboard clicks?

Con
February 27th, 2010, 01:52 PM
What libs are you using to hook your spammer into halo, if you are?

Java doesn't have any native address-read/write functions because of JVM. Are you just simulating keyboard clicks?
The Robot class can simulate keyboard presses, so it works with any window that has focus.

rossmum
February 28th, 2010, 09:38 AM
obligatory USS Iowa post:
big-gun battleships fucking own

i've said it before, i'll say it again: nothing says 'fuck you' like a broadside from 9 guns with bores over 16in (i think? can't remember what the iowa's are, 15-16 was fairly standard in ww2 though)

Geo
February 28th, 2010, 03:00 PM
Imagine the shock wave and the noise that would come with firing all those guns...

Con
February 28th, 2010, 03:53 PM
Yeah, I couldn't imagine anyone being on deck when that happens.

beele
February 28th, 2010, 04:01 PM
After my gravity disruptor for crysis, I'm now working on a Stargate mod.

I'm making a Stargate for crysis.

I'm only putting it in-game, I found the model on the internet somewhere (3DVIA, and it was the only model from there that I could convert so it would open in 3ds max). I edited the model a bit, and did some uv'ing (I know I suck).

I did all the post editing, making crysis materials/shaders/flowgraphs, making the thing actually work ;)
So it's working, but it's still in an early alpha stage, since there are quite a few bugs left to fix.

If anyone has a better Stargate model and textures that I may use, it would make me very happy ;)

_wBuX726mIA

AI can use the gate, but you have to script it, otherwise they will not use it. Vehicles and scenery can pass through it, althoug not all scenery and vehicles (I'm still working on this ;))

Con
February 28th, 2010, 04:04 PM
Maybe you could use this stargate:
http://www.modacity.net/forums/showthread.php?t=20601

beele
February 28th, 2010, 04:13 PM
Maybe you could use this stargate:
http://www.modacity.net/forums/showthread.php?t=20601

Nice, I will use that one instead then ;)
That is one nice Stargate kid made :)

But I can change the model later I first have to fix some of the problems. (like exiting the gate an being bumped to a few hundred meters high, but that only happens 1/100 or so)

rossmum
February 28th, 2010, 04:41 PM
Imagine the shock wave and the noise that would come with firing all those guns...
Yeah. I remember reading somewhere that if the Hood fired all her guns at once, she would lay over about ten or fifteen degrees to the other side, which is no mean feat for a huge hunk of steel that weighs in the tens of thousands of tons range.

Also, you seen what a 16-in. shell does when it hits? The craters are immense, and I've seen a couple of photos where the blast from a near miss actually picked up Tigers (58 tons) and even Tiger IIs (69 tons) and threw them like toys.

Geo
February 28th, 2010, 11:26 PM
Yeah. I remember reading somewhere that if the Hood fired all her guns at once, she would lay over about ten or fifteen degrees to the other side, which is no mean feat for a huge hunk of steel that weighs in the tens of thousands of tons range.

Also, you seen what a 16-in. shell does when it hits? The craters are immense, and I've seen a couple of photos where the blast from a near miss actually picked up Tigers (58 tons) and even Tiger IIs (69 tons) and threw them like toys.

I've never seen the impact of a 16-inch shell, but I can believe that it would have that much of an effect.

mech
March 1st, 2010, 08:30 AM
Yeah. I remember reading somewhere that if the Hood fired all her guns at once, she would lay over about ten or fifteen degrees to the other side, which is no mean feat for a huge hunk of steel that weighs in the tens of thousands of tons range.

Also, you seen what a 16-in. shell does when it hits? The craters are immense, and I've seen a couple of photos where the blast from a near miss actually picked up Tigers (58 tons) and even Tiger IIs (69 tons) and threw them like toys.

You just tease us :smith:

If you can find those post them up :-3

rossmum
March 1st, 2010, 09:04 AM
I wish I still had them, I'll definitely post them if I see them again though :smith:

PlasbianX
March 1st, 2010, 09:20 AM
Crappy cellphone pic time!
http://photos-g.ak.fbcdn.net/hphotos-ak-snc3/hs016.snc3/12416_1385539440774_1300655214_1073377_3733878_n.j pg

Finished the colors last night, just need to touch up the border with white.

Cagerrin
March 1st, 2010, 03:19 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/mbo_left_kerky_2010_3_01_1138.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/mbo_left_wire_2010_3_01_1138.png

Mercury Bow from Oni. 3840 tris, though I haven't optimized it yet. Looked (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100301115621_1m27s.jpg) like (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/mbo_original_wire.png) this (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/oni_merc_bow.png), in case nobody remembers it(and there's no pics of it anywhere online that I could find).

rossmum
March 1st, 2010, 06:30 PM
It looks a bit too slab-sided. Obviously the original was a box due to engine constraints, but on yours it wouldn't hurt to add some tapering curves here and there (front of the scope hood, perhaps an inwards taper towards the bottom of the stock).

Cagerrin
March 1st, 2010, 08:05 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100301164417_1m21s.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/scope_wire.png
Better?

Not sure if I can taper the stock without removing/remodelling the buffer springs, though.

rossmum
March 1st, 2010, 08:15 PM
Looks better, although just to improve it even more you might want to try and round off the front of the hood so it's nearly circular and let it transition back into a chamfered rectangle towards the back.

ExAm
March 1st, 2010, 11:56 PM
Looks better, although just to improve it even more you might want to try and round off the front of the hood so it's nearly circular and let it transition back into a chamfered rectangle towards the back.
I think that comes down to a matter of opinion. I like it the way it is.

Con
March 2nd, 2010, 12:24 AM
I was about to say the same too. I like how it is now.

rossmum
March 2nd, 2010, 06:21 AM
I dunno... I think that one level further in terms of softening its shape out would be a big improvement, but it's not my call to make.

Reaper Man
March 2nd, 2010, 12:40 PM
is that in-engine?
still wip: http://derekdennison.codebrainshideout.net/
Looks really tacky, everything is huge, even on my 1920x1080 display, just imagine what it looks like for somebody on a laptop screen ~1280x800

Too much text. What's with the 2008 2009 2010?

Also, disable the flip in the Zen Flash Gallery.

You don't need your name to appear twice (sidebar, logo).

Cagerrin
March 2nd, 2010, 02:22 PM
I dunno... I think that one level further in terms of softening its shape out would be a big improvement, but it's not my call to make.
I'll fiddle with it a bit, but given how the original is modelled (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/mbo_orig_scope_hood_front.png) I'm fairly sure it wasn't intended to be a half-circle so idk. I'll see how it looks. Can always make a completely different scope later anyhow.

Spartan094
March 2nd, 2010, 06:27 PM
Some of you know that if you checked halomaps I been working on shadering the h3r spartans over then my old h3b spartans, and since halomaps has not generated any worthwhile crit (except for higuy and a few others)

Refrain from criting on the shit ghost shaders which are TERRIBLE.
http://screenshot.xfire.com/s/93078284-4.jpg
http://screenshot.xfire.com/s/92624975-4.jpg
http://screenshot.xfire.com/s/92572110-4.jpg
http://screenshot.xfire.com/s/93120832-4.jpg
The EOD's tusks, I know it should be white.
The Mark V visor to bright and EOD visor to dark.
And also the blur on the EOD helmet is not my fault.

Other then that crit it please and dont say "stop ripping" this and that. It's for fun as I said before.

Maniac
March 2nd, 2010, 06:51 PM
i still dont like the cubemap

Spartan094
March 2nd, 2010, 06:57 PM
Which cubemap? The visor? Or the armor.

Maniac
March 2nd, 2010, 07:03 PM
The armour, granted i dont know what its "supposed" to look like, but i just feel there is something really wrong there.
Is there a detail map? does it actually show detail or are you using that slot for fake bumps?

Spartan094
March 2nd, 2010, 07:48 PM
The armour, granted i dont know what its "supposed" to look like, but i just feel there is something really wrong there.
Is there a detail map? does it actually show detail or are you using that slot for fake bumps?
Mehhhh the armor is ok. It's better then most others. Also I am still playing around with the fake bump thing. I don't think I even need it anymore since I just took it off to see how it would look like.
http://screenshot.xfire.com/s/93123256-4.jpg
http://screenshot.xfire.com/s/93123270-4.jpg
http://screenshot.xfire.com/s/93123274-4.jpg

It looks more dull now with abit of shine. I kinda like it.

wait wait higuy pointed out its plastic, as always back to fixing

Maniac
March 2nd, 2010, 08:39 PM
Thats because there is no detail map. do you plan on adding damage in the multi?
What cubemap are you using?

Spartan094
March 2nd, 2010, 09:38 PM
Thats because there is no detail map. do you plan on adding damage in the multi?
What cubemap are you using?
Same cubemap just like the h3b ones I released.

Maniac
March 2nd, 2010, 09:45 PM
Is it called cubeh3 or cubeh3stop or something?
Or reflection diffuse metal.bitmap?

Spartan094
March 2nd, 2010, 09:51 PM
Is it called cubeh3 or cubeh3stop or something?
Its the warthog reflection metal...

Maniac
March 2nd, 2010, 09:53 PM
Yea i edited my post as you typed i guess.
You might want to try something a little more varied.

Spartan094
March 2nd, 2010, 09:55 PM
Yea i edited my post as you typed i guess.
You might want to try something a little more varied.
Meh like what?

DarkHalo003
March 2nd, 2010, 09:58 PM
@Spartan094

The armor material needs work, as in, it needs to look more metallic and less plastic. Try using a dryer and grimier cubemap if you don't want to reshaderize.

Also, the EVA helmet's visor needs work as it's too bright and needs more of a goldish hue to it. No, scratch that, the visor needs to stand out more and the resolution around it looks like someone got a sharpie and bled all over it. Just saying.

The EOD looks a little iffy. I'll save my judging on it when you get the armor and the other error on it fixed for next time.

I think the best is the Mark V, mainly because I think it looks the best with the current settings. You might want to check the two black ridges above the visor though, they look a bit bland. If it isn't then, can you show a picture of it in the light?

Maniac
March 2nd, 2010, 09:59 PM
Tbh, i would probably try using the original cube for the cyborg, seeing how that looks and or what colours need adjusting then i woud make it in Genetica.
I just think that cube is too plain.

Corndogman
March 2nd, 2010, 10:10 PM
I've been playing with the Stargate stuff for Gmod, and one thing I've noticed is that if the receiving gate is close to a wall, a vehicle will get stuck in the wall when it goes through because it just transports the whole geometry at the pivot point, it doesn't wait till the whole object is through to transport it. Will this work correctly in your mod? Also, yeah you should use Kid's gate.

E: woah, whole other page. This is @ Beele.

Maniac
March 2nd, 2010, 10:34 PM
Anyway something like that but with less saturation( for a mp biped) might look better.
Then again it might not.
http://i159.photobucket.com/albums/t151/Maniac1000/cube1.png

HDoan
March 2nd, 2010, 10:48 PM
For the animation contest.
http://www.youtube.com/watch?v=4vdF8FwbwzY
4vdF8FwbwzY

Con
March 2nd, 2010, 10:49 PM
I love it :)

ODX
March 2nd, 2010, 10:57 PM
NOONOOOOOONONOONNONONO

BAD DOAN, NO, THAT'S CHEATING

You should be doing the animation all by yourself with no critique/help from anyone along the way, and enter it into the contest with everything done and edited to your liking. The judges will then judge it based upon your skills, and be able to actually say something instead of you having everything already fixed up because you posted it for critique.
If I'm somehow wrong on this (as it is all up to Teh Lag to decide) then I deeply apologize, but to me it seems a way of cheating and an unfair advantage for you.


On another note...
So uh, who likes shotgunz?:

http://www.youtube.com/watch?v=YpkYQP8UFmk

ICEE
March 2nd, 2010, 11:26 PM
Not bad, but I think the entire thing feels too vertical. rotate on more axes (axises? axees? you know what I mean) to add more vitality to the animation. the part where you hit the release switch is a great opportunity to use more rotation.

rossmum
March 2nd, 2010, 11:27 PM
need advice

http://www.project-new-hope.com/upload/images/content/297.jpg
obviously the sand and the sky are shit and need to be redone; problem is i can't paint loose beach sand nor overcast skies to save my life. water i'm fairly happy with, but willing to take crits on. sub is more or less in its final state; unless any of you happen to be experts on the hotel-class or wrecks thereof, i don't see any serious need for alterations there. i did it from memory before and got it mostly right, but i just touched it up a little with a few refs (brought the bow planes forward and up a little into their proper position, added the row of holes along the top of the light hull, lengthened the silver-coloured strips on the bow although i had their proportions to each other right on).

if anyone's dying to know what it's for, it's another one of my maniacal ideas for a map, but not for ce (even schism is probably going to be moved to a new engine because fuck the ce community). it's for source. i hope to god i can find someone willing to either brush in or (more likely) model a 100% accurate hotel, because i sure as hell can't manage that. best i could do is the exterior. maybe. and the actual surrounding terrain, again maybe.

tweek forget spaceships how about subs :smith:

legionaire45
March 3rd, 2010, 03:03 AM
-snip-
I know that one of the Nuclear Dawn maps had a full scale submarine that I'm pretty sure was a model, but then again you could only see the exterior of that particular one. You might be able to get away with a combination of models for the exterior and brushes for the interior since this probably won't be moving (unless that's part of your plan, in which case I think you can parent geometry to a model and then parent that model to a func_train or something to that effect to keep everything moving as one object).

rossmum
March 3rd, 2010, 04:21 AM
The problem with brushes is that you can only do so much in terms of detail, not to mention you have a limited number of them. Of course, you then have the issues that come with a model - from what I've been told, radiosity doesn't run properly on anything but brushes. Given the sheer scale and complexity of any sub, let alone a Hotel, model would seem the best choice although even then it would probably have some serious issues. As it is I'm going to have to figure out how to tweak the player collision, because a 32x32x72 box isn't going to work out so well in such cramped quarters.

e/ The mod Awakening actually had a fully-fledged sub base complete with one in drydock, all Kilo-class. That said, you couldn't go in them, Kilos aren't that big, and the models weren't that detailed.

Chainsy
March 3rd, 2010, 06:41 PM
Ross add me on steam and I will supply you with crits and brushes.

Heathen
March 3rd, 2010, 07:18 PM
add me and I can supply anime, youtube links, and add you to my list of people to ask questions, along with Ultama, Con, Yoko, Selentic, and Exam.

Chainsy
March 3rd, 2010, 09:17 PM
I have no clue what your steam is heathen

Heathen
March 3rd, 2010, 09:54 PM
there's a reason for that

Chainsy
March 3rd, 2010, 10:35 PM
Low blow, heathen, low blow.

But unfortunately it is not entirely unfounded.

Geo
March 4th, 2010, 12:30 PM
That wasn't really a low blow. He could do a lot worse

Sel
March 5th, 2010, 08:00 PM
http://dl.dropbox.com/u/3332789/ticonderogawip11b.png

http://dl.dropbox.com/u/3332789/ticonderogawip11.png

http://dl.dropbox.com/u/3332789/ticonderogawip11c.png

Higuy
March 5th, 2010, 09:52 PM
the telephone pole type thing just looks like a bunch of turbo smoothed cyclinders stuck together.

otherwise just keep adding more detail to the thing, it looks ok as of now, but good be better. keep at it!

Geo
March 6th, 2010, 12:58 AM
It sucks sel... Jk. Looks pretty dang good compared to your past work. Good job

PenGuin1362
March 6th, 2010, 01:01 PM
needs more shit for the normal map. think wires, pipes, vents, any sort of details like that. It's just too boring for me right now.

killer9856
March 6th, 2010, 02:10 PM
You should also add some more decks, it can really make this ship great to look at

here is a nice image you can use that shows all those decks, and some more arsenal.

http://static.panoramio.com/photos/original/1491183.jpg
http://f-15.us/d/31-2/SHIP_Battleship_Iowa_Front_Firing_lg.jpg

Spartan094
March 6th, 2010, 02:10 PM
My grandpa passed by me while I was sitting and looking at this thread, he served in the US Navy, he said the ship looks ok right now but it needs a ton more details and more guns.

Also
http://www.xfire.com/video/23d951/
Pre-Halo from h3. Before you say, "LOLOLOL BITMAP CHANGE HURR". I had to import the gbx_model and fix the uvws and assemble the regions. I will be adding more but this is just for now. The whole sky will be getting a change but this is it for now.

BeCanDavo
March 6th, 2010, 02:14 PM
Did it before you
http://screenshot.xfire.com/s/92045824-4.jpg

My GBX Importer was screwed up, so I didn't get a chance to import it.

Spartan094
March 6th, 2010, 02:15 PM
Sup advancebo.

kid908
March 6th, 2010, 02:17 PM
Alignment problem?

BeCanDavo
March 6th, 2010, 02:31 PM
Alignment problem?
UV's.

Heathen
March 6th, 2010, 06:50 PM
Why'd he get banned?

Spartan094
March 6th, 2010, 07:18 PM
Why'd he get banned?
Because Advancebo lended his account to masterz, which that got it banned, then he created a new one and I said sup bo.

I think your not allowed to make another account UNLESS your account gets accidentally deleted like joshflighters. Besides even if I didnt say it was him, he has the same IP. It was only a matter of time.

p0lar_bear
March 6th, 2010, 07:21 PM
You're not allowed to create a new account without prior staff approval, and you're not allowed to give your password out to anyone for any reason; one person per account. Read the AUP, it's clear as day.

ICEE
March 6th, 2010, 07:27 PM
@ spartan: I think that bitmap looks a little bit TOO destroyed. It should have fewer breaks, and more solid pieces in between imo.




You're not allowed to create a new account without prior staff approval, and you're not allowed to give your password out to anyone for any reason; one person per account. Read the AUP, it's clear as day.

but this rule isn't well enforced (http://www.modacity.net/forums/member.php?u=3102)

Because he made the account before getting approved.

p0lar_bear
March 6th, 2010, 07:39 PM
Nobody had definitive proof that Mobster was Jay, just a suspicion, and from my perspective, I don't ban for things I heard through the grapevine. By the time he came out and said "Hey, I'm Jay," he had already turned himself around and became a decent member.

I don't necessarily welcome people to try to play the system like that, but, if you think you can create a whole new identity and drop bad habits or change up your personality some for the better, go ahead, just don't get mad if we find out you're an alt and we ban you.

Heathen
March 6th, 2010, 08:10 PM
And mod/admin alts. Those are okay too.

E: Also, you're forgetting me too clad. I was an alt too.

sdavis117
March 6th, 2010, 08:49 PM
And mod/admin alts. Those are okay too.


Technically those alts have Staff Approval if a Staff Member made them.

Con
March 6th, 2010, 08:57 PM
anyway lets talk about quick-crit things!!

Futzy
March 6th, 2010, 09:12 PM
http://derekdennison.codebrainshideout.net/
There's a gap below the flash thing, how do I get rid of it?
Any other suggestions before I go to finish it?

Yoko
March 6th, 2010, 10:52 PM
<object width="800" height="600" data="ZenGalleryDemo.swf" type="application/x-shockwave-flash">
change to:

<object width="800" height="597" data="ZenGalleryDemo.swf" type="application/x-shockwave-flash">

Futzy
March 7th, 2010, 09:12 AM
I just tried looking at it in chrome. The table backgrounds aren't showing up. They actually don't show up in dreamweaver either, but they do in firefox. Help?

Hunter
March 7th, 2010, 10:09 AM
Why are you using a table for the menu? You have images in each cell, you could just put the images side by side and give them a margin. No point in using a table.
And I was always told to avoid using the <center></center> tags.

Just noticed you use a table with one cell? for the middle section and the footer. Why? You only have a flah element in the middle and an image at the bottom. My advice is to get rid of the tables.

Futzy
March 7th, 2010, 10:19 AM
How else am I supposed to arrange everything and give it a background image?

Yoko
March 7th, 2010, 11:03 AM
Unordered list, each link is a list item. Set

li {
float:left;
}
And

ul {
list-style:none;
}

ODX
March 7th, 2010, 02:57 PM
Enfield L85A2 reload, I had some ophandle movement before but it didn't flow well/I couldn't execute it well.

http://www.youtube.com/watch?v=OtXJ_vqMY9c

teh lag
March 7th, 2010, 03:27 PM
There's a lot more potential for movement than you've got there. The mag out is completely obstructed by the camera; make it visible like the mag in.

The gun's motion after mag out seems to... "imply" a different motion for the rest of the animation. It goes up smoothly like you're going to have a bouncy mag in, but then suddenly changes direction and it becomes very rigid.

Hunter
March 7th, 2010, 04:04 PM
@MrBig:


<a href="link1"><img src="images/buttons/buttonname1.jpg" class="navButton"></a><a href="link2"><img src="images/buttons/buttonname2.jpg" class="navButton"></a> ect...


CSS:


a img {
border:none; blahbalah, just get rid of the stupid border the link adds to the image because its linked.
}
.navButton {
margin: 0em 1em;
}


Something like that.

ICEE
March 7th, 2010, 04:10 PM
@ODX
I agree with lag. I think you should retoole the second half of the animation. When operating a bullpup rifle (from what I understand) it is actually pretty difficult to insert the magazine that way. What they do (I think) is press the butt of the rifle against their breast and rotate it on the X axis so that the magwell is facing them, and insert the mag that way. I think you could create a much more interesting animation that way. Also, the gun has a bolt catch, so you should operate that instead of the bolt. I have no idea where it is though, ask ross. >.>

Also you should render your animations with about 10 blank frames on the end (just resting at origin) so that youtube doesn't do its gay little cut off thing.

ODX
March 7th, 2010, 05:38 PM
Also you should render your animations with about 10 blank frames on the end (just resting at origin) so that youtube doesn't do its gay little cut off thing.;kJASFJKLJD34aF

That's what I was forgetting! Hold on, I'll go re-render and upload it again and just replace the video in that post there.

Thanks for the crit.

ExAm
March 8th, 2010, 02:32 AM
I just drew myself

http://imgur.com/iZrGw.png

Con
March 8th, 2010, 03:09 AM
Very well done, what was it made in?

e: I was gonna say Illustrator because it looks like a vector image, but when you look closely it looks like you used brushes or a combination.

ExAm
March 8th, 2010, 04:45 AM
I don't do vectors (I don't have illustrator, and I don't do any stuff that requires a hugely scalable vector image) . It was all in PS CS4 with the brush tool, full hardness, with pressure sensitivity.

Geo
March 8th, 2010, 12:41 PM
Looks great to me. The only thing thats a lil weird looking are your sideburns

ICEE
March 8th, 2010, 02:17 PM
Monocles are glorious. well done

ExAm
March 8th, 2010, 09:49 PM
Looks great to me. The only thing thats a lil weird looking are your sideburns
Couldn't figure out how to go about closing that part off, so I just left it that way.

Geo
March 8th, 2010, 09:51 PM
Maybe put a little line where the full edge of the sideburn would be? Just to hint that there is a shape there, but at the same time, not drawing too much attention to it.

kid908
March 8th, 2010, 11:52 PM
Just learning photoediting. photoshopped image of an eye (actually used PSP X2) to create the image. C&C on how I can improve.

http://fc03.deviantart.net/fs71/f/2010/067/2/8/Red_Iris_by_kid908.jpg

A photoshopped image of an eye. Clear up the eyes, changed the colour, added eye liner and fixed the skin tone a bit.


Stock:
http://upload.wikimedia.org/wikipedia/commons/b/b0/Iris_-_right_eye_of_a_girl.jpg

DEElekgolo
March 9th, 2010, 12:03 AM
http://deelekgolo.codebrainshideout.net/Pics/2010-03-08_2102.png
http://deelekgolo.codebrainshideout.net/Pics/2010-03-08_2102_001.png
Should be reflecting the eye lashes like so.

Vancobdea
March 9th, 2010, 06:13 PM
Theres some slight blue around the red eye circle.

Sel
March 12th, 2010, 07:01 PM
http://dl.dropbox.com/u/3332789/Ticonderoga%20Files/UV1.png

how is my uv!

Maniac
March 12th, 2010, 07:25 PM
I will probably have people tell me that uv tools are crap but i disagree.
If you are using max 9 or above i would suggest getting tex tools http://www.renderhjs.net/textools/
If you are using max 8 then i would suggest maybe Roadkill
http://www.pullin-shapes.co.uk/page8.htm
I see a lot of room for improvement there Selentic.

LlamaMaster
March 13th, 2010, 04:16 AM
If anybody is using anything other than an auto-unwrapper these days, then they are doing something horribly wrong. Unfold3D >>>>>>>>>>>>>>> hours of pointless effort. You still have to make seams, but it does everything else.

p0lar_bear
March 13th, 2010, 04:40 AM
If anybody is using anything other than an auto-unwrapper these days, then they are doing something horribly wrong. Unfold3D >>>>>>>>>>>>>>> hours of pointless effort. You still have to make seams, but it does everything else.

Pretty much the only time anyone should hand-unwrap things is when they're learning UVW unwrapping on a conceptual level.

Hunter
March 13th, 2010, 07:46 AM
I hand unwrap things :( But i just personally prefer it, as I know where everything is and I can make it how I want.

Prob's why my unwraps are shizen right?

PenGuin1362
March 13th, 2010, 11:39 AM
There actually are tools out there that help the process a lot. They don't make it perfect but they will certainly speed up the process and make finalizing it quicker. Someone at Montreal International Game Summit showed one they were working on but I can't remember what it was called. Either way sel, seems like some things up there should be stitched together others look like they could overlap to save space/time

Dwood
March 13th, 2010, 11:45 AM
Sel grew up without overlap. :downs:

Sel
March 13th, 2010, 12:15 PM
There actually are tools out there that help the process a lot. They don't make it perfect but they will certainly speed up the process and make finalizing it quicker. Someone at Montreal International Game Summit showed one they were working on but I can't remember what it was called. Either way sel, seems like some things up there should be stitched together others look like they could overlap to save space/time

Lets say this was my third unwrapping of a model to a single texture, how would I Be doing :downs:

As for these tools if you can find me any of them I'd appreciate it a lot.

Also Maniac I'll check those out later tonight, thanks.

mech
March 13th, 2010, 03:07 PM
Use 3ds max's flatten mapping, it helps a bunch.

t3h m00kz
March 14th, 2010, 04:39 AM
http://i655.photobucket.com/albums/uu279/m00kz/marineguy.png

Likely going to scrap this, won't have time to finish. My plan was to go into a much more detailed character painting, but that's likely not going to happen

Still, crit this garbage so I know what sucks. Anatomy's wonky, still need to practice that shit

Chainsy
March 14th, 2010, 04:10 PM
Lets start with the basics of just getting it look to like a human:
http://2healthfitness.com/web_images/dennis_anatomy_chart.jpg
Memorize this.

t3h m00kz
March 14th, 2010, 07:54 PM
cool,

I've had Atlas of Human Anatomy for the artist for a few months now.

I want to know what sucks, not a vague reference image.

PenGuin1362
March 14th, 2010, 08:36 PM
check out human proportions, yours look off

t3h m00kz
March 14th, 2010, 08:54 PM
I did the chest area a tad large to add that superheroish feel. Should I avoid that?

Like seriously, hit me hard here. Like a dirty school girl in one of those little skirts that just barely cover up the ass.

Chainsy
March 14th, 2010, 10:43 PM
Ok, your anatomy is horrendous.

I gave you a vague image chart because basically everything is out of proportion.
It doesn't evne look like you took the time to make each side even a tiny bit symmetrical. Placement of muscles on the arm and on the stomach are incorrect, the crotch area is huge, the thighs are way too large and wrongly shaped. The armor makes no sense or even seems to care about how the human body bends, overall there is a huge list and I would suggest just sketching pictures of body parts to make them look right.
Also he has a woman's hour glass figure.
Also he has no neck.
Also his facial features are huge on his face and the head is too small and squashed.

t3h m00kz
March 15th, 2010, 01:40 AM
Cool.

Well, I'll work on that shit and maybe I'll post some more. Oh, and his neck is just concealed by the armor outline, it's hard to see, look for the trapezious ;P

Though, if you couldn't tell, that tells me something about my art eh?

PenGuin1362
March 15th, 2010, 03:47 AM
other things to keep in mind, Arm is the length of 3 heads from shoulder to finger tip (typically) Bodies vary from 7 to 8 heads in height. His hips do seem a bit narrow, but in the male figure, the hips will never exceed the width of the rib cage, only in woman will that happen. In the sketch your character had a very defined and strong upper body, the painted one looks scrawny as fuck. Finally, no drawing fists! That's the easy way out. Challenge your self and force yourself to learn to draw fingers properly.

t3h m00kz
March 16th, 2010, 12:12 AM
Yeah, hands have always been a bitch, I always do fists whenever I get the chance, I should cut it out ;P I've been doing body sketches lately, action poses and stuff, trying to improve my porportions. Picked up "How to Draw Comics the Marvel Way" which mentions blowing up porportions a bit further than usual to get a more exaggerated, specific look, which is probably why my shit looks so fucked (That and the fact that I used a mouse in Gimp ;P). I've heard learning realistic proportions first is the way to go, and that'll give a lot more room to stylize.

I'm wanting to eventually adapt a sort of "Marvel" style eventually, with very powerful, interesting looking characters, but with the ability to add a bit of a high level of detail. Realistic proportions and characters has always been somewhat boring to me, characters and art with high levels of action appeal to me much more. My inspiration is Paul Steed (http://www.mobygames.com/developer/sheet/view/developerId,1065/), John Buscema (http://pages.ca.inter.net/~owenandsusan/) and Craig Mullens (http://www.goodbrush.com/).

High hopes, especially for where I am now.

So, like... as far as drawings and paintings and shit goes, anyone know any good places to start?

=sw=warlord
March 16th, 2010, 05:10 PM
Been working on this for a while today, it's riddled with non-planars i know but at least i've managed to get this done quicker than i did with the halo 1 chief head i did a while back.
This is the first time i've used purely pictures for refference and scale on a head model.
Any crit on anything i missed would be would be good, please note i've intentionaly left out the thing on the top of the head as i plan on making that seperate.
E: and it helps to add the image.http://i41.tinypic.com/aw8bk3.png
http://i41.tinypic.com/e6suoz.png

Geo
March 16th, 2010, 10:26 PM
Looks ok, but you should change some of the edges in the polies; the ones that split the polies into triangles. Some of them make the poly curve in, when it should be curved out. Just a thought...

Sel
March 22nd, 2010, 05:40 PM
huah

http://dl.dropbox.com/u/3332789/Osprey/OspreyWheels.png

Rob Oplawar
March 22nd, 2010, 05:53 PM
Something about that tire looks very... odd...

kid908
March 22nd, 2010, 05:55 PM
Something about that tire looks very... odd...

That's because tires should have more surface area, not less, contacting the floor. It makes the tires impractical.

E: also tires need to flex a bit. you're tire is way too close to it's rim.

Nero
March 22nd, 2010, 06:05 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/mobiletruck.png
Info: http://boards.polycount.net/showthread.php?p=1100068#post1100068

Sever
March 22nd, 2010, 08:29 PM
You need a front fender - that exhaust system is just way too exposed, especially with the driver's limited downwards field of view (which could also be fixed by trimming down the 'nose' on the front). Also, if you're going to have exposed (even if they are covered while the vehicle is in motion) electronics above the wheels, you should give the vehicle more protective wheel wells (to prevent flying debris from damaging the systems) and vertical coverings (to remove hazardous pinch points) along with proper steps and handles for whoever is using and servicing them. More steps and handles in general is a good idea on any vehicle - we use large trucks at my job, and it just sucks when it's harder than necessary to climb up to the cab or bed of the truck.

kid908
March 22nd, 2010, 08:51 PM
You need a front fender - that exhaust system is just way too exposed, especially with the driver's limited downwards field of view (which could also be fixed by trimming down the 'nose' on the front). Also, if you're going to have exposed (even if they are covered while the vehicle is in motion) electronics above the wheels, you should give the vehicle more protective wheel wells (to prevent flying debris from damaging the systems) and vertical coverings (to remove hazardous pinch points) along with proper steps and handles for whoever is using and servicing them. More steps and handles in general is a good idea on any vehicle - we use large trucks at my job, and it just sucks when it's harder than necessary to climb up to the cab or bed of the truck.

http://i303.photobucket.com/albums/nn159/Joshflighter/Mobile_GailGun_Battary_Sting_by_Kar.jpg

His reference. Also the front isn't symmetrical. the other window should be be a gun.

Sever
March 22nd, 2010, 09:30 PM
Yeah, I saw that in his post. I actually read the posts I'm critiquing to the fullest possible extent (ie: viewing linked material). If you had done the same, you'd realize why the light AA battery isn't there.

Sel
March 22nd, 2010, 09:38 PM
Something about that tire looks very... odd...

hint hint

landing gear for a fucking osprey

SnaFuBAR
March 22nd, 2010, 10:12 PM
tires aren't shaped like that the sidewall bulges out, not tapers towards the tread.

Nero
March 22nd, 2010, 10:17 PM
You need a front fender - that exhaust system is just way too exposed, especially with the driver's limited downwards field of view (which could also be fixed by trimming down the 'nose' on the front). Also, if you're going to have exposed (even if they are covered while the vehicle is in motion) electronics above the wheels, you should give the vehicle more protective wheel wells (to prevent flying debris from damaging the systems) and vertical coverings (to remove hazardous pinch points) along with proper steps and handles for whoever is using and servicing them. More steps and handles in general is a good idea on any vehicle - we use large trucks at my job, and it just sucks when it's harder than necessary to climb up to the cab or bed of the truck.

Currently this is just being block modeled. So yes, handles and stuff, should be added. At least I want to add some and also add detail to what's already been block modeled.
As far as the design goes, yea, your prob right, I would fix these flaws. Only thing is, this is going for my portfolio, and I was told to keep to a reference of choosing, as much as possible. This will help show that I can follow a certain concept. If not, it might look like I can't model accurately or I was not able to complete a certain area; hence the difference's.
I will take what you said into consideration though. I'll see what I'll do about it.
@ kid: Yup.

kid908
March 22nd, 2010, 10:24 PM
Yeah, I saw that in his post. I actually read the posts I'm critiquing to the fullest possible extent (ie: viewing linked material). If you had done the same, you'd realize why the light AA battery isn't there.

Sorry. he sent the stuff to me over xfire chat so I didn't really read his post since I had a discussion with him about it.

neuro
March 23rd, 2010, 04:23 AM
it looks weird because the way you've built things doesnt make sense. don't just intersect stuff into eachother, like the sideview mirrors for example. that just doesnt work like that.

explain how things work and how they attach to other things, dont have things floating above eachother or plainly intersecting.

paladin
March 23rd, 2010, 04:29 AM
http://img682.imageshack.us/img682/552/35472394.jpg

neuro
March 23rd, 2010, 04:55 AM
backfat person?

paladin
March 23rd, 2010, 05:03 AM
Non-size 0 model + awkward pose

Geo
March 23rd, 2010, 01:29 PM
Scrolling scrolling through the thread... Wheels, truck thing, and oh hey bewbs.

Con
March 23rd, 2010, 03:38 PM
always fun in a public place

Sel, your tires and gear look weird as hell. Follow some refs, http://www.dodlive.mil/files/2009/05/20090508-osprey1.jpg

Llama Juice
March 23rd, 2010, 04:08 PM
http://www.llamajuice.com/Tex/icesheet.jpg

playing with handpainting textures, if anyone has any good tutorials/tips that'd be wonderful. I used someone else's snow texture as a base for the top and bottom 'cause this is just practice, so don't bitch about it not tiling left/right either 'cause I don't care about that right now.

I'm not going to be altering this at all, but any advice that you guys have would be wonderful.

Nero
March 23rd, 2010, 04:09 PM
it looks weird because the way you've built things doesnt make sense. don't just intersect stuff into eachother, like the sideview mirrors for example. that just doesnt work like that.


explain how things work and how they attach to other things, dont have things floating above eachother or plainly intersecting.

Wasn't going for realism. Was following how the concept shows it.
Since I am not getting much, to no crit on polycount, I guess ill take what you guys say.
I think what I will do, is take real life things (like the mirrors) and replace them in the same spots. Would that help for things to make more sense and fit in place?

Also, I added you on aim, a year ago, and your never online. :(

Edit: Also/ im not just putting things like extrudes in random places. I was trying to keep it as close as possible to the ref. I know that might sound like an excuse, instead of researching things to make it more real. Either way, since I want a nice portfolio model, I think im going to do some things over. (Btw, Tires are there for ref of size, there not complete.)

Sel
March 23rd, 2010, 04:22 PM
always fun in a public place

Sel, your tires and gear look weird as hell. Follow some refs, http://www.dodlive.mil/files/2009/05/20090508-osprey1.jpg

What are you googling to find these con?

My search unveiled about 6 decent references :S

Llama Juice
March 23rd, 2010, 04:45 PM
I use flickr usually when searching for refs.

http://www.airtightinteractive.com/projects/related_tag_browser/app/

type MV-22 into the search there, assuming that's what you're looking for.

Nice thing about flickr is that there's usually FEPIC HUGE pics.

kid908
March 23rd, 2010, 07:29 PM
What are you googling to find these con?

My search unveiled about 6 decent references :S

http://images.google.com/images?q=airplane+tires&btnG=Search&um=1&hl=en&tbs=isch%3A1&sa=2&start=0

All I did was filter out all images except large size images and you can find quite decent ones. That's how I find all my refs.
http://cdn-www.airliners.net/aviation-photos/photos/1/2/3/1311321.jpg
http://img189.imageshack.us/img189/6603/twomanreplaceamainlandi.jpg

Cagerrin
March 23rd, 2010, 11:58 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100322205201_2m16s.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ef39_wire.png

basically inspired by the planes in Stealth.

still working on the underside, thus the gap between the fuselage and left wing.

Sel
March 24th, 2010, 12:49 AM
I use flickr usually when searching for refs.

http://www.airtightinteractive.com/projects/related_tag_browser/app/

type MV-22 into the search there, assuming that's what you're looking for.

Nice thing about flickr is that there's usually FEPIC HUGE pics.

How the fuck did i not know about this thing.

t3h m00kz
March 24th, 2010, 01:24 AM
Discovered the beauty of the Swivel Angle feature for IKs. Just messing around with it. I know the wrists are clipping, just practicing...

Based on the new Reload_Empty you can see from the Once More Unto The Breach vidoc on the monitor in the background, wonder if anyone else noticed it?

http://i655.photobucket.com/albums/uu279/m00kz/pistolreload.gif

http://www.youtube.com/watch?v=r5kkW2CrUFg
6:06 to be specific

SnaFuBAR
March 24th, 2010, 02:43 PM
Too much movement back on the arms, pistols do muzzle flip more than a backwards recoil. Mag out is really wonky and unconvincing. Too much finger movement. Finger should come off the trigger before mag out. He's doing nothing to release th mag at all. The sideways fling looks really bad, too. Nobody reloads like that. The slide needs to stay back after it fires, not return to origin, then the slide comes back, that's not how guns work and it looks extremely bad because it's nonsense. Please don't try to simulate the MW AR reload where he pulls the mag from his vest. The arm movement to reach for another clip is just bad. Seriously get rid of the finger wiggle all together, just make the finger come off the trigger and thumb come up. You need to at least hint that a mag release button is being pushed before the mag falls out (which it should just be assisted with a shake if it doesn't just fall out, get rid of that fling that stops so robotically), and need to hint that a slide release is being flicked.

The mag in is good...until you do this half-ass thing where it looks like he's tapping the bottom of the mag but then at the same time putting his left hand back on the pistol. There's where it falls apart again. Don't care about the video, I don't care how bungie did it or how it looks like bungie did it, you need to learn a bit more about how guns and gunplay work before setting off to do animations.

E: also, return to origin after the recoil is WAY too slow.

ODX
March 24th, 2010, 03:57 PM
Based on the new Reload_Empty you can see from the Once More Unto The Breach vidoc on the monitor in the background, wonder if anyone else noticed it?Yeah, I did (because I'm an animations whore like that) and frankly, I'm reallydisappointed. Honestly, that is the worst reload I have ever seen them do and I pray that it's not the final one. It's really static, and you shouldn't use it as a reference for any animation you're ever going to do.


The slide needs to stay back after it fires, not return to origin, then the slide comes back, that's not how guns work and it looks extremely bad because it's nonsense. I believe it's two scenes, so he just has the firing one (which would normally have the slide go back every time) and then the reload right after it.

Llama Juice
March 24th, 2010, 04:47 PM
http://www.llamajuice.com/Tex/Wood02.jpg

Still playing with trying to learn how to hand paint textures.

CrAsHOvErRide
March 24th, 2010, 04:50 PM
Overlay is way to obvious ^^

Malloy
March 24th, 2010, 05:40 PM
The grain looks shite, it'd work if maybe the grain was more overpowering, or it wasnt there and looked like those queer WoW textures. Otherwise awsome effort. Learn to handpaint rocks and mountains in that cartoony style

SnaFuBAR
March 24th, 2010, 06:18 PM
i'm pretty sure that was a stylized texture

SnaFuBAR
March 24th, 2010, 06:25 PM
I believe it's two scenes, so he just has the firing one (which would normally have the slide go back every time) and then the reload right after it.
Still not how a pistol operates. The slide stays back after the gun has has been fired and will not return to the closed position.

ODX
March 24th, 2010, 08:00 PM
Still not how a pistol operates. The slide stays back after the gun has has been fired and will not return to the closed position.I never denied that's how pistols work, I know you and how you know a lot about pistols guns so I don't doubt your knowledge. I'm just saying it was a little mistake caused from the fusion of two scenes into one .gif, where the original firing animation is normally like that for an animation set, and Muki simply (or maybe didn't) forgot to change it to fit realism.

SnaFuBAR
March 24th, 2010, 09:59 PM
i would have thought the same, too, but as far as i can see, the slide is coming back in such a fashion that it shares no frames with the fire animation, so it doesn't look like any kind of mistake with any kind of compiling two scenes into one .gif.

ICEE
March 24th, 2010, 10:46 PM
Actually snaf, hes right. Halo CE doesnt support (to my knowledge) 2 firing animations on the same trigger. Therefore, the animator has to choose from 2 evils: a firing animation in which the slide closes regardless of whether or not it is chambering a new round (this is what muki did) OR a firing animation in which the slide stays open regardless of whether or not a new round is being chambered (I've never seen someone do this). Of course, he could have done a firing animation which keeps the slide open purely for the sake of the render, but I wouldn't have. Call us lazy. In game, it hopefully wont be that noticeable anyways. But I do agree with the rest of the crit you gave. I'd give my own set of crit, but I'm on a school PC right now, so I have to use internet explorer. It doesnt play gifs very well so it wouldn't be fair to judge your animation using a browser composed of fail.

hit me up for tips any time mooks, your progress has been really great thus far.

t3h m00kz
March 24th, 2010, 11:13 PM
Word.

I also want to point out the rocket launcher has a reload-empty, which simulates the weapon being fired and then reloading. I'm thinking maybe it's possible to have an animation where the pistol fires, the slide locks back, and then the reload commences, and have it play the instant the final shot is fired.

Thanks for the crit, too, Snaf, I'll mess around with it a little bit. I wasn't too happy with the firing animation either, myself lol

I may post a youtube video once I'm done with the anim set. May be a while though, no serious motivation to finish it.

ODX
March 24th, 2010, 11:23 PM
Yeah, you should probably be able to do something like that with the reload-empty for the pistol reload. Getting it to flow nicely together might be a challenge though.

SnaFuBAR
March 24th, 2010, 11:39 PM
Since the support sucks so bad how about the slide staying forward after final shot, then cocking the weapon after reload? that makes more sense.

Roostervier
March 24th, 2010, 11:47 PM
use an ammunition animation and set the last frame to have the slide back, then offset the slide in the reload-empty animation (when its open itll look normal on the gun in max, when its closed itll look moved too far in, again in max. in game itll work like its supposed to).

or if the arguments over the gif stuff, just leave it back in the fire animation when you render it so it looks right as a gif. not that hard

Darqeness
March 25th, 2010, 11:00 PM
Meh, my first (kind of finished) gun model. Based o the .45 in Marathon:

http://i79.photobucket.com/albums/j148/Delinquin/45wip3.jpg

http://i79.photobucket.com/albums/j148/Delinquin/45wip2.jpg

Don't think i shot myself in the foot using only a single, side reference?

t3h m00kz
March 26th, 2010, 12:11 AM
Perhaps. Seems a bit thin. I'd suggest extracting some in-game sprites and using those to help figure out depth and all that jazz.

Marathon is freaking amazing though.

Con
March 26th, 2010, 12:15 AM
Your level of detail varies greatly over the mode, and you should avoid simply extruding faces inwards to create details. The handle looks way too thin from the front too. Also, clay renders aren't very good for crit because they hide a lot of the surface variances so try a different lighting setup. It's pretty good for a first gun model, though. Keep at it.

Limited
March 27th, 2010, 12:57 PM
Still playing with trying to learn how to hand paint textures.
Omg llama, if only you could texture the game design I'm working on, it would be perfect.

Great work

Llama Juice
March 27th, 2010, 04:10 PM
http://www.llamajuice.com/Tex/Wood04.jpg
http://www.llamajuice.com/Tex/Wood05.jpg
http://www.llamajuice.com/Tex/Wood06.jpg

I dunno what I like more with it...

Gotta move on.

Ignore tiling issues.

neuro
March 28th, 2010, 12:17 PM
decided to brush up on my texture skills a little it, decided to re-do an older one.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/old_door_rework.jpg

original texture is at 2k.

normal is based off a rough highpoly, (just some slightly deformed boxes) and those metal thingies that are all over it.


final mesh and such:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/door-texturework.jpg?t=1269794656

Llama Juice
March 28th, 2010, 12:28 PM
Can we see the model it's for? :P

I don't really have anything negative to say about it haha. My one "crit" is more of me just wondering what material that thing at the top is supposed to be (the thing with the orange bits strapped to it) The spec for that confuses me haha, I'd probably try to push that part darker in the spec, and let the orange thing really take the spec.

I'm also playing with texturing still. Mine's a more stylized requirement though, so everything is hand painted and weird to do for me.

http://www.llamajuice.com/Tex/Metal01.jpg

http://www.llamajuice.com/Tex/Metal02.jpg

Not sure if I like it darker or lighter.

MetKiller Joe
March 28th, 2010, 12:46 PM
@neuro: The textures seem fine; the only tiff I have with it is that the normals seem a little too intense/sharp. Is that all handpainted or are you photo-sourcing some stuff?

@Llama: What about making the flowers in the darker version lighter? More pop and contrast.

Llama Juice
March 28th, 2010, 01:02 PM
I made the flowery bits darker to try to make them be less noticed... and it helped make it seem attached to the background stuff a bit better IMO. I'll brighten it up a tad though.

neuro
March 28th, 2010, 03:12 PM
ye, i used a bit of photosourcing for the wood, and just generic noise stuff for the metal bits and such, thats all.

DEElekgolo
March 28th, 2010, 04:58 PM
Neuro, did you render a color map from the high poly to provide basic color fills for those textures?

Llama Juice
March 28th, 2010, 05:29 PM
http://www.llamajuice.com/Tex/Cloth01.jpg

Was really just a wrinkle test. Gunna be redoing them and adding a bunch of grunge and such to it... but yar.

Higuy
March 28th, 2010, 07:40 PM
The symbols really stand out and look like they were just kinda drawled on top of the wrinkles in like paint.

The wrinkles look ok, but obvisoly could be better.
Also did you ever think about maybe taking a plane (not a flying plane, just a plane like in 3ds max XP) and zbrush the wrinkles onto it creating a normal map? Using normal maps are really helpful when creating your own textures becuase they show were all the details are.

PenGuin1362
March 28th, 2010, 08:58 PM
Hey Neuro, you got any links to tutorials for making wood?

E: didn't read that post above. and will do snaf

SnaFuBAR
March 28th, 2010, 09:37 PM
catch me on aim, i have a few

Llama Juice
March 29th, 2010, 09:14 AM
@Higuy Yea, I thought about doing that with a normal map, but I don't have to make a normal map for this test, and it wouldn't give me the same look. I need it to look like it was painted kinda, so I think a generated map like that would take away from the look becuase then you couldn't see the brush strokes.

Anyhow, I redid the folds and went for the less is more approach haha.

http://www.llamajuice.com/Tex/Cloth03.jpg

ICEE
March 29th, 2010, 01:21 PM
It definitely looks to me like a wrinkled cloth.

Snowy
March 30th, 2010, 12:11 AM
Greetings,
Look what I made for a girl who I asked to prom:
http://i2.photobucket.com/albums/y37/snowysnowcones/hkpromtee.jpg

I am pro.

PenGuin1362
March 30th, 2010, 12:58 AM
only if she put out after

Snowy
March 30th, 2010, 09:29 PM
I think this was my final one, I did it for a media class this year
http://i2.photobucket.com/albums/y37/snowysnowcones/zombieobama-1.jpg

Nero
March 30th, 2010, 09:41 PM
I like how Bush just had hate comments, but when its a black guy, we go all wild when something wrong happens. Lawl.

ICEE
March 30th, 2010, 10:37 PM
Bush did not just have hate comments.

SnaFuBAR
March 30th, 2010, 11:25 PM
i thought it was tiger woods after his wife caught him

killer9856
March 31st, 2010, 07:05 PM
Ive been busy with other stuff, so I didnt have time to update my map. I added onto the top of the cliffs, and did more with the waterfalls. The water is still yuuck im fixing it though.

http://i148.photobucket.com/albums/s15/SAH1R/blarg.jpg

http://i148.photobucket.com/albums/s15/SAH1R/ugh.jpg


http://i148.photobucket.com/albums/s15/SAH1R/oooahha.jpg

Llama Juice
April 2nd, 2010, 01:42 AM
http://www.llamajuice.com/Tex/Stone01.jpg

Still handpainting.

neuro
April 2nd, 2010, 04:48 AM
[img]

Still handpainting.

you might want to make a simple 3d base, and offset a fe tiles, make a few shifty, slanted, and croocked.
right now theyre all just 100% flat
it'll give you the chance to add some depth. and on top of that, stones like that arent that flat usually, there's ALOT of surface irregularity, they seem almost polished atm.

i suggest you go get a big slab of flat rock, and use it as a template to paint over.

Dwood
April 2nd, 2010, 05:50 PM
Killer, you gotta get some textures on those rocks that don't make me puke.

killer9856
April 2nd, 2010, 06:14 PM
Im thinking about just using the cliff texture from Danger Canyon, since im getting no where with those cliff textures.

Futzy
April 4th, 2010, 09:26 AM
http://derekdennison.codebrainshideout.net/420.jpg

HDoan
April 4th, 2010, 02:30 PM
I like my iPhone ;p
http://i42.tinypic.com/5048et.jpg
Does anyone know a website that lets you upload full size without reductions or restrictions?

Cagerrin
April 4th, 2010, 07:50 PM
I like my iPhone ;p
http://i42.tinypic.com/5048et.jpg
Does anyone know a website that lets you upload full size without reductions or restrictions?
http://www.majhost.com/ works pretty well, if you don't mind upload times.

SiriusTexra
April 4th, 2010, 11:23 PM
quality=high width=768 height=512 parameter=parameter_value

:smith: Needs transparent swfs get.

This may lag depending on how shit your pc is.
quality=high width=512 height=512 parameter=parameter_value

It's a post modern piece, depicting the struggles of simple men. I incorporated soft blueish hues to dampen the vulgarity of the piece. I call it "internet".


E*

]quality=high width=512 height=512 parameter=parameter_value

Couple hours work, not really sure on parts of it, the labels mainly. Would rather have something more funny going on.

Entirely hand made vector and flash filters, no bitmap data, so it'll scale as big as you you can imagine, if you can run it that big that is. I'm not sure how this one performs as it has alot of filters and blending (probably isn't a good idea me posting these on the same page...) but on my machine it's silky at least by itself.

http://dano555666.deviantart.com/

They're on here if you want to look at them individually.

Higuy
April 5th, 2010, 08:42 PM
wow LOL

Good work.

n00ber
April 6th, 2010, 04:12 PM
duct taped a flashlight onto this stuff


http://img13.imageshack.us/img13/8493/shotguntc.jpg http://img440.imageshack.us/img440/5079/shotgunwire.jpg

killer9856
April 7th, 2010, 07:13 PM
hah i love the lulz meter!

Dwood
April 7th, 2010, 10:38 PM
@ Dane. I think it'd be better if the curve of the meter met with the curve of the gauge's round-ness a bit more. Good concept though.

Edit: Also, as it gets higher the spindle should slow down and when it reaches a certain point, THEN break and spin out of control. Not go at the same rate.

Con
April 7th, 2010, 11:19 PM
@ Dane. I think it'd be better if the curve of the meter met with the curve of the gauge's round-ness a bit more.

A lot of gauges are like that.

SiriusTexra
April 8th, 2010, 01:08 AM
I vectored and designed it from a photoreference. The curve is fine. To have it match the curve of the device, the needle pivot section would have to be directly in the middle, which wrecks the point of this.

that's why all gaugers of this nature look like this.


Also, It speeds up at the end as soon as it hits the red zone.

n00ber
April 8th, 2010, 09:20 PM
http://img136.imageshack.us/img136/1897/firstsubdivmodel.jpg
first attempt at subdiv modeling

Roostervier
April 8th, 2010, 09:47 PM
modeling seems fine, but the supporting edges look to be too tight, and the bullet itself wrong looking. unless you'd be displaying the bullet in some hi res rendering, though, it wouldn't matter all that much.

SiriusTexra
April 8th, 2010, 11:37 PM
http://images.encyclopediadramatica.com/images/0/0e/Pingas-dont-hurt-me.GIF

p0lar_bear
April 9th, 2010, 01:02 AM
...uh?

If it's supposed to animate, it's not going.

e: Did you make that? If not the PFR thread is over there->

SiriusTexra
April 9th, 2010, 08:02 AM
It was directed at the penis bullet.


You know, pingas.



Also, just finished making something and I feel it has sufficient aids to be posted.

quality=high width=768 height=768 wmode=transparent


What have I done

Hunter
April 9th, 2010, 08:33 AM
Make it a GIF NOW! Lol. That is awesome.

DEElekgolo
April 9th, 2010, 09:04 AM
Shape tween. Yeye.

SiriusTexra
April 9th, 2010, 09:35 AM
why bother with a gif. This is only 50 kb, and is far superior.

Also yes, shape tweens are fun. Getting all the wrinkles on 1 layer and NOT going clusterfuck is pretty tricky, especially when they're fills and not lines. All comes down to smaller filesize if you can get it happening.


These are all just little lolzy practices though. I'm working on a fullblown wtf crazy flash cartoon, (just 1, not some gay'd up series) but before I animate I wanna make sure I'm up to scratch. I do flash animation all day long at work, and while it is all tricky flash banner/website stuff, it's not really character animation or fluid movement type stuff.


Heres the character sheet I made up a while ago. Going for a kind of "south park animated nicely" watercolour/papercut out vector approach. It won't be stiff however, very fluid.

http://img714.imageshack.us/img714/3041/charsheet.jpg
Clicky

One of the ideas is that the characters all have these "feelers" growing out of them, uniqely placed based on I guess a physical feature that sets them apart from the others (yorkes stupid fucking eye, bob smiths crazy hair etc) that move like a histogram/sinewave as the character speaks, if I can, in sync with their speech. Though, the animation will be different per character. Les claypools sine will be very round and funky, cobains will be really harsh, and loves with be all droopy and saggy like it can't hold it's weight up cause shes a destitute whore.


Oh and their legs, they have no legs. All the characters will have some sort of thing that's a sort of inside joke for each character. For instance, reznor, NIN, made the doom and quake music, so he has NEDM on his shirt, and the railgun and the bfg as legs, cobain, a box, because he was always trying to escape one, and ended up in a pine version.

As for story, not saying. It is music related as you can tell.

Hunter
April 9th, 2010, 09:55 AM
For use on the forum as the flash file has white space around it and is way too large ;)

SiriusTexra
April 9th, 2010, 10:03 AM
You can resize it to whatever size you want by changing the params in the embed code. It's vector so it won't get shitter no matter how big it goes or small it goes.


For example

quality=high width=64 height=64 wmode=transparent

quality=high width=128 height=128 wmode=transparent

quality=high width=2048 height=2048 wmode=transparent

Though the glows get effected as it gets larger, same with the lines. I'd convert them to fills, but fuckit.

As for the swf white background, I have no idea to make it show up transparent. I assume it must be a html or java thing that would have to be put into the page or css or something.

Hunter
April 9th, 2010, 10:13 AM
Oh right, okay Lol.

p0lar_bear
April 9th, 2010, 12:06 PM
Just a resource management issue I suppose, past file size. A bunch of SWFs on a page is probably more resource-intensive than a bunch of gifs (though now in the days of 8x core processors who cares!), but whatever.

Also I don't think there's a way to make flash files transparent. In all the time I've used flash, I've seen nothing of the sort.

Geo
April 9th, 2010, 01:24 PM
I want that emote.

Hunter
April 9th, 2010, 03:32 PM
Just a resource management issue I suppose, past file size. A bunch of SWFs on a page is probably more resource-intensive than a bunch of gifs (though now in the days of 8x core processors who cares!), but whatever.

Also I don't think there's a way to make flash files transparent. In all the time I've used flash, I've seen nothing of the sort.

Some of us still have Dell Dimension 5100's - pretty old coms

:maddowns:

SiriusTexra
April 9th, 2010, 08:20 PM
quality=high width=256 height=128 wmode=transparentquality=high width=256 height=128 parameter=parameter_value





I FUCKING DID IT.


old:
swf=CHITTERCHITTER]quality=high width=768 height=512 parameter=parameter_value[/swf


new:
swf=CHITTERCHITTER]quality=high width=768 height=512 wmode=transparent[/swf




Where it says,

pramater=parameter_value

you simply put:


wmode=transparent


over all of it.


If I wanted to be real tricky I could setup a layer/erase blend gradient mask in flash so nothing would clip out the edges, but smoothly fade out into nothingness, above being an example of what I mean.

Might lag like fuck though, they'd have to be small. What the fuck do I care, I'm gunna be the only one postwhoring these around.

p0lar_bear
April 9th, 2010, 10:55 PM
quality=high width=256 height=128 wmode=transparentquality=high width=256 height=128 parameter=parameter_value

I FUCKING DID IT.

Oshi- that is awesome, you are awesome.

neuro
April 11th, 2010, 05:44 PM
i'd really like some real crit and suggestion on this one.

it's a leg for a walking submarine-robot.
i'm not really ready to show the rest of the thing yet, but here's a piece ive been working on slowly over the weekend after not touching it for almost half a year (christ)

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robleg1.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robleg1.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robleg2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robleg2.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robleg3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robleg3.jpg)

any suggestiosn on how to make this thing look nicer/paintovers/crits etc are more than welcome.

this because i seem to have lost my creativity!!!

i simply cant come up with ideas on what to make these parts look like! it's driving me INSANE!!

mech
April 11th, 2010, 05:56 PM
How does the leg work? Is it like a crab ? Is it safe to assume that that circular joint is where it attaches to the hull?

neuro
April 12th, 2010, 03:59 AM
yes, the big round thing is where it'll attach to the hull the round thing in the 'knee' is is not what it'll be rotating around, thats just something i put there to fill stuff up a bit.

Hunter
April 12th, 2010, 07:43 AM
Id personally like some cool lights on it and stuff, but that is because i'm obsessed with pwurdy lights on things :P It looks awesome though, would love to see the whole thing :)

SnaFuBAR
April 12th, 2010, 10:08 AM
halo 4 scarab