View Full Version : Quick-Crit 2010
Geo
April 12th, 2010, 04:03 PM
halo 4 scarab
Halo 4 vehicle set gogogo
teh lag
April 12th, 2010, 04:04 PM
mecha
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!!
I sort of feel you've worked yourself into a corner there. It seems difficult to end the leg with something that conforms to the (comparatively) thin and long joint you have ending it right now. I could imagine adding a third leg joint that would taper to a point (like the Scarab) but that seems really boring. Possibly something along the lines of the Blood Asp's foot (http://www.deviantart.com/download/129559916/Blood_Asp_Render_by_Walter_NEST.jpg)? Though, if you've got 4 legs or more (as I assume you do) that could start looking crowded really easily.
Possibly do something like a really thick+short cylinder with some underwater gadgetry - a propeller protected by grating or something - inside? And then some curves sticking out from the top in the style you've got on the top joint. That would let you end the limb without much fanciness and still maintain a bit of style/uniqueness; I don't see many mech legs ending in something other than toes.
neuro
April 12th, 2010, 04:39 PM
okok, guess ill have to show where i'm going with this.
http://www.freefallgraphics.com/files/gimgs/3_3maintenancebaymech.jpg
it's something a colleague of me was working on before the company went tits-up. i decided to pick up working on the model again after a long time of not doing anything.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo1.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo1.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo2.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo3.jpg)
there's aloooot to be done, and right now, the legs are positioned like that for easy modelling, not going to bother modelling it posed. the concept isnt rly clear in anything, which is also the reason i stopped working on it the first time.
please keep in mind that only the parts which are obvious are actually worked on, and the blocky shit is placeholder, so if anyone is going to post 'oh that looks blocky; you need to die in a fire.. slowly.
im not trying to stick to the concept 100% because anyone can copy a picture (assuming he knows what he does).
Hunter
April 12th, 2010, 04:55 PM
Looking forward to seeing that beast finished, I really like the concept.
Bit blocky init? ;)
teh lag
April 12th, 2010, 05:08 PM
It looks like your lower legs are a LOT skinnier compared to the upper legs than they are in the concept. Yeah, creativity... I don't think that's making it easy for yourself though. I'm trying to think of something for the feet and I just can't think of anything that doesn't look awkward with what you have there. I would add something to bulk the lower legs up, especially in the back. Then the feet seem like pretty generic spread-out toe thingies. I didn't bring this (http://tehlag.modacity.net/two/animes/mechs/1258682444733.jpg) up at first but I think its leg design might help you out.
...Yeah I think that would be a lot easier to make if you made the lower legs wider. Just add some curvy gray... thing coming out at the back and sides.
neuro
April 12th, 2010, 05:33 PM
i havent actually done anythign to the lower legs.
theyre just there to show 'lower leg goes here' nothing more atm.
also, you're not helping hunter.
mech
April 12th, 2010, 06:02 PM
I'd go the bloodasp route.
http://img255.imageshack.us/img255/3424/bloodaspfeet.jpg
Hunter
April 12th, 2010, 07:06 PM
..wasnt ment to be helping, because usually if I give some crit it just gets ignored or shitted on. So I simply said that I liked the concept because I did like it, voicing my opinion yo.
ejburke
April 12th, 2010, 07:46 PM
The pauldron-looking plate looks cool, but I don't think it works in favor of the overall design. It seems to cap the legs at a stiff angle. You probably should move that detail to a lower leg segment or you could try building the leg from the foot upward and see if that leads you in a more natural direction. But I think you want to leave the first section coming off the shoulder free of fancy shapes and keep it strictly functional. Let the foot or the shin be the parts that draw the eye.
Rob Oplawar
April 13th, 2010, 12:32 AM
Very cool, but the leg looks to me to be between one and five feet long because of its design. Especially the screws. If it's really that big, why in god's name does it have those massive friggin screws/bolts in it? I actually much prefer it as a roughly car-sized robot, the design makes more sense that way.
FireDragon04
April 13th, 2010, 08:46 AM
Not enough ready to update my main photography thread so i thought i'd post this here (was a little extra thing i did after a big photoshoot at the beach earlier today).
Classic English beach - aye!
http://img13.imageshack.us/img13/8051/finalsmallw.jpg
click for bigger <3
DEElekgolo
April 13th, 2010, 09:06 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo1.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo1.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo2.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_robo3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/robo3.jpg)
Can we get some wires?
Also it reminds me of a tachikoma.
neuro
April 13th, 2010, 12:32 PM
no wires. i wasn't rly ready to show this in the first place, so i wont do any request renders at all for now.
small update:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_roboto.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/roboto.jpg)
Geo
April 13th, 2010, 12:47 PM
Looks great to me. The vents on the underside was a nice touch.
SiriusTexra
April 13th, 2010, 06:37 PM
Not enough ready to update my main photography thread so i thought i'd post this here (was a little extra thing i did after a big photoshoot at the beach earlier today).
Classic English beach - aye!
http://img13.imageshack.us/img13/8051/finalsmallw.jpg
click for bigger <3
What the fuck is wrong with that beach.
Oh, I see.
FireDragon04
April 13th, 2010, 06:58 PM
Yeah fucking England right, up this end of England there's so many 'rock' and 'cobble' beaches, there's so little sand. Down south there's way more 'sand' beaches, that are actually nice.
Hunter
April 14th, 2010, 11:48 AM
I have only seen a couple of decent beachs down south of England :/ But I get bored of just chilling on the beach anyway, and I hate going in the icy waters... so I prefer beachs with sea life like large rockpools or large cliffs/rocks I can climb like a retard lmao.
Most beachs are shitty though :/
SiriusTexra
April 14th, 2010, 07:01 PM
Orly.
This is where I live:
http://metroworld.com.au/images/property/66/1265.jpg
http://www.abovephotography.com.au/Aerial-Photos/New-South-Wales/Northern-Rivers-and-Tropical-North/Ballina-010925-Original.jpg
Pretty good.
Roostervier
April 14th, 2010, 09:31 PM
little more quick crit, little less talk about beaches that aren't in firedragon's pano
Con
April 15th, 2010, 12:33 AM
I find the colours dull. You should try enhancing the blues of the ocean and sky a bit.
Reaper Man
April 15th, 2010, 06:44 AM
Having lived in England and having been to many beaches like that, I think the colors are fine. They reflect the moodiness one generally finds when in England, because the weather is terrible lol.
SiriusTexra
April 15th, 2010, 08:07 AM
I think it's a terrible shame those rocks are there.
So this is where the content aware fill comes in! I know, totally amazing right. Yeah, we know, please, stop.
Never before have we seen anything like this before. It's a complete game changer and It's only one of the few great features in our Adobe CS5 Design Premium. Your clients are going to love it, and it's going to help you produce quicker faster, and speedier content creation and deliver it quickly and rapidly more readily to be in line with your clients demanding time schedule.
We think your going to love our CS5. Because we love it too.
http://www.charviinternational.com/images/big_vaginal_douche_spray.jpg
FireDragon04
April 15th, 2010, 12:54 PM
Having lived in England and having been to many beaches like that, I think the colors are fine. They reflect the moodiness one generally finds when in England, because the weather is terrible lol.
Damn right!
I'm moving to the furthest south you can go (300 miles from where i am atm - in the north of england) so hopefully the beaches will be 'nicer' down their. Thanks for the Crit though guys :)
PS: CS5 will rock, i've always wanted to use content aware to make my own sandwiches joke, i just love that video haha
Limited
April 15th, 2010, 01:09 PM
Damn right!
I'm moving to the furthest south you can go (300 miles from where i am atm - in the north of england) so hopefully the beaches will be 'nicer' down their. Thanks for the Crit though guys :)
PS: CS5 will rock, i've always wanted to use content aware to make my own sandwiches joke, i just love that video haha
Bournemouth beach is fantastic, lots of hot birds tanning :D Not all beaches in UK are stoney, most are though. Where I live its lovely sand, rated one of the best in the country :D
We should totally meet up and go for a few pints when your in Uni.
FireDragon04
April 15th, 2010, 01:46 PM
Bournemouth beach is fantastic, lots of hot birds tanning :D Not all beaches in UK are stoney, most are though. Where I live its lovely sand, rated one of the best in the country :D
We should totally meet up and go for a few pints when your in Uni.
I'm totally up for that man :p
Another thing for people to 'possibly' crit on for me:
W0FOuyPSAvo
I filmed and edited this :) It's pretty much done, but i know the biggest crit we've been getting is that is such a small section, but that was the brief - to make an extact so we did :downs:
ExAm
April 15th, 2010, 02:00 PM
Argh, fix ye footstep sync :gonk:
Also, your voice over guy sounds rather unenthusiastic.
Futzy
April 15th, 2010, 02:22 PM
I like what you're doing with the sin city style effects, but I don't think it works with the technology that the actors are using. Maybe if you heavily desaturated it and gave it a slight blue overtone it would look a bit better.
Also try lowering the fps down a bit, the higher fps makes it look like it was shot with a normal consumer camera. I find that it makes it look a lot smoother, and would better fit the look and feel of this video
Con
April 15th, 2010, 06:16 PM
On the subject of beach panos...
http://img706.imageshack.us/img706/6342/group1img2431img24355im.jpg
(yeah i fucked with the colours, sue me)
ThePlague
April 15th, 2010, 08:26 PM
The main thing that threw me off was your enter and exit. Try to make it so you always enter from the same side, instead of what you're doing.
Malloy
April 15th, 2010, 10:35 PM
Another thing for people to 'possibly' crit on for me:
W0FOuyPSAvo
I filmed and edited this :) It's pretty much done, but i know the biggest crit we've been getting is that is such a small section, but that was the brief - to make an extact so we did :downs:
OMG... v.o guys accent was painful :(, hope that wasn't you :3
paladin
April 16th, 2010, 01:10 AM
I'm totally up for that man :p
Another thing for people to 'possibly' crit on for me:
W0FOuyPSAvo
I filmed and edited this :) It's pretty much done, but i know the biggest crit we've been getting is that is such a small section, but that was the brief - to make an extact so we did :downs:
Nice video, but the editing could use some work, especially the foot steps. They were painfully off and out of sync.
Limited
April 16th, 2010, 10:19 AM
I'm totally up for that man :p
Another thing for people to 'possibly' crit on for me:
I filmed and edited this :) It's pretty much done, but i know the biggest crit we've been getting is that is such a small section, but that was the brief - to make an extact so we did :downs:
I thought it was pretty good, and I tried not to remember your normal voice and it made voice over sound better.
:lmao: The disabled toilet behind the 'cafe' scene
FireDragon04
April 16th, 2010, 03:05 PM
I thought it was pretty good, and I tried not to remember your normal voice and it made voice over sound better.
:lmao: The disabled toilet behind the 'cafe' scene
That was not me doing the voice over btw - some people say it was, but my voice is no where near as good as that guys. His voice is better than mine tbh, i know some people don't like it, but i think it fits in with the video pretty well. Mine would have been worse.
And yeah the two things you guys have picked up on - The footsteps and the disabled toilet sign, are the two things others have pointed out - it's good to see that people are picking out the same things we did.
Thanks again guys.
paladin
April 16th, 2010, 03:44 PM
Im taking two film classes right now, and im in the process of editing a film. After 4 hours of cutting clips together, you kind pick up on when the foot steps are out of sync :)
Reaper Man
April 16th, 2010, 04:18 PM
On the subject of beach panos...
http://img706.imageshack.us/img706/6342/group1img2431img24355im.jpg
(yeah i fucked with the colours, sue me)
http://img64.imageshack.us/img64/8732/conpano.jpg
Looks kinda over-sharpened. Little to no shadow detail in the trees. Expose for the shadows, process for the highlights. If possible, that is.
Cold colors give it a very negative atmosphere.
Con
April 16th, 2010, 04:26 PM
Thanks Reaper. That was indeed a plane, and I think I used planar instead of cylindrical for the stitching. I'll know better next time. I also tried to expose for those trees at first but the sky just got all washed out and white and unpleasant. I figured it was probably better to keep the same exposure throughout the pictures, right?
Reaper Man
April 16th, 2010, 07:58 PM
Yeah, you should be shooting manual for the whole thing. Hm, I guess it's hard to get the shadow detail in such a situation without either a graduated ND filter or using HDR.
Con
April 16th, 2010, 10:20 PM
How would I go about making an HDR panorama? Do I create a pano for each exposure then try to line them up and merge them, or what?
Timo
April 16th, 2010, 10:36 PM
If you're taking them off a tripod, you should be able to either merge each shot into HDR then combine into a panorama, or combine each set into a panorama and then merge them using Photomatix. Personally i'd merge the shots in Photomatix first before combining into a panorama, just incase your pano program merges each pano differently which will cause trouble for photomatix.
Reaper Man
April 17th, 2010, 11:05 AM
How would I go about making an HDR panorama? Do I create a pano for each exposure then try to line them up and merge them, or what?
Take bracketed shots before you continue panning.
HDoan
April 17th, 2010, 04:48 PM
Some random photos I took.
http://www.codebrainshideout.net/FTP_Accounts/hdoan/Divisionals%20004.JPG
http://www.codebrainshideout.net/FTP_Accounts/hdoan/Panorama2.jpg
http://www.codebrainshideout.net/FTP_Accounts/hdoan/Panorama3.jpg
http://www.codebrainshideout.net/FTP_Accounts/hdoan/Sunset.jpg
The tree's kill the last one...
Futzy
April 18th, 2010, 01:32 PM
What are you shooting with? The quality is extremely low
http://derekdennison.codebrainshideout.net/photography/f18vaporcone.jpg
Can anyone tell I had to shop the nose in?
ODX
April 18th, 2010, 02:30 PM
I'm not sure if the nose is supposed to be about 3 noticeable shades of gray, but if it isn't then I can tell it's shopped (but only because you told us). Otherwise I probably wouldn't have noticed.
Ma5K Reload with Teh Lag's lovely arms:
http://www.youtube.com/watch?v=wVs0cyE_3TE
Roostervier
April 18th, 2010, 02:34 PM
i like it over all, but the times when he slides the mag in and/or out are too... well, i don't want to say stiff, but they look somewhat uni-directional. it should be a bit more smooth and move a bit more during those parts, i think.
Cagerrin
April 19th, 2010, 07:41 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100419161536_8m0s.jpg
teh lag
April 19th, 2010, 07:47 PM
I can't tell much from the side-view, but it looks pretty nice on the left (right is bland but that seems unfinished... I hope). I don't really see a definitive style - the main structure seems forerunner (?) but the box-indent-trench-thingy near the bottom-left doesn't fit in very well imo. More angles, if possible? Or some more info about it?
Cagerrin
April 19th, 2010, 08:00 PM
working on a few more renders.
it's damnation
right is finished, can't see more than the upper part of it from the playable area anyways. (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100419165315_1m16s.jpg)
not sure about the bottom left thing (http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100419165709_2m10s.jpg), I only started working on this again today, dunno what I was thinking when I made it originally.
neuro
April 20th, 2010, 06:02 PM
you had to quote a picture to say that?
also:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/render.jpg
something i decided to start on this morning. this is only about 5 hours of work, and isn't that accurate.
just something i'd want to make to try some texturing stuf on.
BobtheGreatII
April 20th, 2010, 07:04 PM
Lol. Get the trigger guard done. It's really making everything look gross.
neuro
April 21st, 2010, 01:25 AM
its still missing alot of pieces, actually. not just the trigger guard.
Nero
April 21st, 2010, 10:31 AM
you had to quote a picture to say that?
also:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/render.jpg
something i decided to start on this morning. this is only about 5 hours of work, and isn't that accurate.
just something i'd want to make to try some texturing stuf on.
Yes.
Kinda all boxy? What is this based off of?
Cagerrin
April 21st, 2010, 03:10 PM
Yes.
Kinda all boxy? What is this based off of?
Looks like this:
http://www.majhost.com/gallery/TalonX/randomstuff/Inspiration/Weapons/railgun_accessories_retouched1.jpg
Reaper Man
April 21st, 2010, 11:45 PM
I was bored and designed to play around with a website design. Might be too cheesy for my own site, but I might be able to use it for something else/sell it to somebody else.
So:
WIP potential website redesign. Too cheesy/gimmicky?
http://img260.imageshack.us/img260/1039/mockup.jpg
I hope you can tell that it's a light table.
For comparison: blank version of my current template:
http://img504.imageshack.us/img504/2075/2009demonstration.jpg
Rob Oplawar
April 22nd, 2010, 12:11 AM
I like the current design better for the homepage, but the new one looks like it could be good for a photo gallery.
Also it reminds me of Scrubs. :P
Reaper Man
April 22nd, 2010, 01:46 AM
Yeah, I think I'll stick with my current one and just modify it a little bit. I'll probably save this design for a photo gallery of some sort like you suggested.
neuro
April 22nd, 2010, 07:45 AM
bit of an update.
another 3 or so hours of work added into it.
i keep realising i don't know a damn thing about guns, like how stuff attached to other stuff.
if any of you gun frekazoids (theres plenty of you) could point out to me how the top rail thing would/could be attached to the frame it's on top of, that'd be cool.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smgderp3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff//smgderp3.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smgderp.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff//smgderp.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smgderp2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smgderp2.jpg)
Con
April 22nd, 2010, 11:17 AM
You need to make the trigger/guard larger. It also looks like the rail on the side is different from the rail on top.
neuro
April 22nd, 2010, 11:53 AM
yeh they are actually heh
Hunter
April 22nd, 2010, 03:11 PM
What does it fire? Because the interior of the barrel looks weird.
Malloy
April 22nd, 2010, 03:16 PM
it fires virtual bullets in a computer game :3... unless hes planning on making this a reality I see nothing wrong :)
Hunter
April 22nd, 2010, 04:23 PM
Oi smart ass, you know what I mean :)
Roostervier
April 22nd, 2010, 05:51 PM
the barrel looks like it's meant to be rifled, only it isn't rotated very noticeably or at all
Limited
April 22nd, 2010, 06:04 PM
Was this locked o_O
SiriusTexra
April 24th, 2010, 01:54 AM
http://img16.imageshack.us/img16/2339/siriussetup.jpg
Rainmeter plus Ominimo thing, edited all the stuff, positioning, added more programs to the toolbar(was a fair bit of fucking around), created icons, made the wallpaper in max.
neuro
April 24th, 2010, 08:22 AM
cool background
Hunter
April 25th, 2010, 11:29 AM
Had a quick go at editing a quick Pana that I did which turned out crap.
Top is the original and the bottom one is edited.
http://i58.photobucket.com/albums/g268/martynball/P100423_190752.jpg
Futzy
April 25th, 2010, 11:38 AM
Don't both ps and autopano do color and exposure correction for pano stitching?
Hunter
April 25th, 2010, 11:41 AM
my phone did the stitch automatically using the software on it, thats why i had to fix it up because the apature adjusted to the light as i was takin it.
Roostervier
April 25th, 2010, 01:33 PM
it's still noticeable in the fixed version :S
Hunter
April 25th, 2010, 01:35 PM
my first attempt, just wondering if it looks "okay", not good Lol.
neuro
April 27th, 2010, 03:56 AM
another hour or so of working on it.
adding some small stuff.
it's becoming painfully obvious i dont know how guns work lol. (what does that thingy on the top even do?!)
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMGplus.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMGplus.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMGplus2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMGplus2.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMGplus3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMGplus3.jpg)
Cagerrin
April 27th, 2010, 04:21 AM
(what does that thingy on the top even do?!)
the dial? where did you even get it, I can't see anything like it on the reference.
also why are there screws on the circular piece on the stock's side? far as I can see they're supposed to be slots.
neuro
April 27th, 2010, 04:33 AM
as far as i can see, i'm not sticking to the concept :O
Cagerrin
April 27th, 2010, 04:57 AM
sometimes it is hard to tell
(I'm probably just dense)
Hunter
April 27th, 2010, 06:30 AM
(what does that thingy on the top even do?!)
Looks amazing, and I am going guess that it adjusts the rail system but moving up and down a touch. Unless the concept designer put it there to adjust mechanics inside the weapon.
Con
April 27th, 2010, 11:54 AM
Wouldn't it be kinda dumb irl to have a rail mounted at an angle?
neuro
April 27th, 2010, 12:42 PM
most likely, but then again, i can make a scope that mounts at an angle onto it :D
ICEE
April 27th, 2010, 02:22 PM
it would probably be better to make the rail completely level. That way its not completely dependent on one type of scope.
PenGuin1362
April 27th, 2010, 02:29 PM
Wouldn't it be kinda dumb irl to have a rail mounted at an angle?
No, Con. It wouldn't. Everyone knows that you need to look at the bullets through the red dot sight as the come out of your gun. Otherwise, how will you know when they come out?
I'm likin it so far. My only issue is the rails just seem really fat and to me that's awkward, but since its a stylized model, its more what ever you prefer I suppose. Looking forward to seeing more
neuro
April 27th, 2010, 05:12 PM
i just made the rails freehand, i havent got a clue of what theyre SUPPOSED to look like, proportion wise.
Hunter
April 27th, 2010, 07:39 PM
They look too tall, make them a bit shorter as in height. Actually, half the height.
Con
April 27th, 2010, 07:59 PM
http://www.modacity.net/forums/showthread.php?t=14950
p much all you need
FRain
April 28th, 2010, 01:26 AM
Hj-Ivx9ebfQ
disregard the foot snapping at the beginning, that's just a negative keyframe
also i know that the foot positions suck hoaers cock
btw: this is based off of the reach one.
Con
April 28th, 2010, 01:33 AM
The way he flips it around and puts it on his arm is really awkward and unnatural looking. Maybe just simple sheath it on the thigh?
neuro
April 28th, 2010, 05:42 AM
thanks for the link there con, i totally forgot we had that thread lol.
Malloy
April 28th, 2010, 08:31 AM
@Con's crit: I actually like the way it 'shoves' awkwardly onto the arm cos it gives the impression its going into a sheath.
Geo
April 28th, 2010, 12:15 PM
The way he flips it around and puts it on his arm is really awkward and unnatural looking. Maybe just simple sheath it on the thigh?
I think that the arm sheath is a great idea, but it might look more natural if he kinda flipped it into the air and caught it the other way so that he could sheath it.
ICEE
April 28th, 2010, 02:33 PM
maybe its just the angle, but your stab looks more like a half baked slash.
Con
April 28th, 2010, 06:52 PM
If he's holding the knife correctly, then he shouldn't have to flip it to put it away on his arm with the point up or on his leg with the point down.
p0lar_bear
April 28th, 2010, 07:08 PM
maybe its just the angle, but your stab looks more like a half baked slash.
If he's holding the knife correctly, then he shouldn't have to flip it to put it away on his arm with the point up or on his leg with the point down.
^these. The position of the knife suggests and is better for slashing, not stabbing.
LlamaMaster
April 29th, 2010, 01:01 AM
http://img175.imageshack.us/img175/6286/pikachusm.jpg (http://img175.imageshack.us/i/pikachusm.jpg/)
Guys, am I doing it right?
neuro
April 29th, 2010, 01:17 AM
AHAHA THAT IS BRILLIANT
p0lar_bear
April 29th, 2010, 03:23 AM
You know... that actually works. O_o
ExAm
April 29th, 2010, 06:00 AM
I don't know how, but you've created some kind of unwitting masterpiece of cubist art. Nice work.
SiriusTexra
April 29th, 2010, 09:03 AM
Fix the shadows (not black) /celshade or maybe a bit of gloss or something on that shit and you've got a hit.
Maybe go for a big environment, and do a proper scene, cubey hills and sky/clouds with other cubey shapes and shit flying around/cool colours.
neuro
April 29th, 2010, 10:34 AM
think i'm done with this one.
afterall, i rly only made this to practice some texture work on.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMGplus5.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMGplus5.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMGplus4.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMGplus4.jpg)
Hunter
April 29th, 2010, 10:54 AM
That is sexy. But I think you should half the height of the rails :/ And maybe bake it onto a low poly version, and give it Dane, then put in Unreal.
neuro
April 29th, 2010, 11:49 AM
made this to practice some texture work on.
.
Hunter
April 29th, 2010, 01:53 PM
Oh. *facepalm*
Maniac
April 29th, 2010, 02:14 PM
http://i159.photobucket.com/albums/t151/Maniac1000/newrunner-1.png
SiriusTexra
April 29th, 2010, 06:33 PM
Needs a different texture layer for hte stuff underneath the plates.
Also, needs to have some "circuitry" crevices running along under the plates.
Design wise, not feeling it.Too top heavy, not enough even spacing, everythings got too much of a padding on it.
Timo
April 30th, 2010, 01:38 AM
I feel that this sandwich is so amazing, it can be considered art.
http://timo.modacity.net/pix/_MG_2800.jpg
Total cost ~$4NZD/$3USD. Godlike.
SiriusTexra
April 30th, 2010, 03:01 AM
Looks like brains + mallet.
ExAm
April 30th, 2010, 05:30 AM
DELICIOUS is what it looks like.
That steaklike substance better be juicy as fuck.
Cagerrin
April 30th, 2010, 05:32 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100430022821_4m29s.jpg
SiriusTexra
April 30th, 2010, 10:52 AM
Just a little ditty.
About 2 days work, just a bit of sculpting/painting practice. Also needed a break from flash shit. Made entirely within mudbox (these are all mudbox viewport caps). Not even uvmapped yet, all painting is straight to hires at the moment using mudboxes paint tools, until I get the mesh finished and the low res made. Good doing the base this way though, as it is 100 percent seamless. Then i can tweak the masks and add more overlays/adjustments, bleed colours into whatever areas etc and not have to worry about uv coords so much.
I can also paint to the different channels (reflection mask, specular, gloss etc) within mudbox and see how they interact in the viewport in real time. They all get saved as PSD working files so I can update them in and outside and check shit out. It's fucking tasty.
http://img96.imageshack.us/img96/4237/asethanrmls.jpg
http://img571.imageshack.us/img571/6067/asethatex.jpg
Will have glowy tubes/tentacles/ plate things btw
Also, flying vaginas.
neuro
April 30th, 2010, 05:29 PM
learn hard surface tbh
killer9856
April 30th, 2010, 07:59 PM
Hey folks, I got a question. How would you set up UV's for a cable (so a cylinder in general) so that there would be no seams when a texture is placed on it? Hope that makes sense
SiriusTexra
April 30th, 2010, 11:14 PM
Hey folks, I got a question. How would you set up UV's for a cable (so a cylinder in general) so that there would be no seams when a texture is placed on it? Hope that makes sense
Make the texture seamless.
neuro
May 1st, 2010, 04:12 AM
or mirror it halfway trough, but youll end up with 2 (!) mirror seams nstead of one texture seam
ODX
May 1st, 2010, 11:11 AM
A quick shotgun firing I made for the hell of it:
http://www.youtube.com/watch?v=h5uVQKGvM8k
t3h m00kz
May 1st, 2010, 01:49 PM
Looks decent but I'm not liking the return to origins.
Roostervier
May 1st, 2010, 02:36 PM
it looks very rigid and jumpy. try and smooth it out some
n00ber
May 2nd, 2010, 10:57 PM
http://img684.imageshack.us/img684/7065/51257658.jpg
and
http://img203.imageshack.us/img203/1889/m4wire.jpg
basicly finished, got to finish some small details and fix some stuff up
t3h m00kz
May 3rd, 2010, 12:18 AM
I'd say add another edge around the front handle, make it a bit less jagged.
EX12693
May 3rd, 2010, 12:28 AM
The inside edge of the mag also doesn't look right. Smoothe that out too...
p0lar_bear
May 3rd, 2010, 04:06 PM
The whole magazine could use a redo; it just looks wrong.
annihilation
May 3rd, 2010, 04:22 PM
Add some detail to the grip aswell.
Fix the rails too. They're uneven.
SnaFuBAR
May 3rd, 2010, 07:58 PM
Basically finished? How many reference are you working with? Just about every detail is wrong or exaggerated.
n00ber
May 3rd, 2010, 08:53 PM
http://img40.imageshack.us/img40/4196/52450640.jpg like this?
Fix the rails too. They're uneven.
how so? they uneven between rails or height?
EDIT: i used bout 4 or 5 refs
SnaFuBAR
May 3rd, 2010, 10:01 PM
your rails are just plain wrong. in the tut section under rules and resources you'll find rails.
Bodzilla
May 5th, 2010, 09:08 AM
anyone remember when i posted this?
Boom
Boom
chikt (light switch being turned on)
boom
boom
rattle (medical equipment on operating theater)
heart thumping
voices sounding distant, encased in fog
Doctor: "What am i looking at nurse?"
Nurse: "he's a mystery sir, he's been showing mental problems for sometime, most likely a side effect of the conditioning he's received from the..."
*Interupting*
Doctor: "that doesn't explain why he's here"
*light buzzing (big overhead lights used in operating theatres)*
*sound panning left to right*
Nurse:"he's a mystery, one by one his organs began to shutdown...
he's dieing and ... *static* ....st cant locate the cause, so we called you."
Doctor: "brilliant, just fucking brilliant. So because of someone else's incompetence i'm picking up the pieces of a patient i dont specialize in? just what i needed...
Nurse:"do i need to remind you how imperative it is that he survives, doctor"
*beeping*
Nurse: "He's going into shock!"
Doctor: "Sound the alarm and get the response team in here NOW! Dont you die on me you son of a bitch im not going to have a cunt like you fuck up my record!"
*THUMP*
*laboured breathing*
*thump*
Sound slows down, Heart beat slowing
heart beat irregular, stopping
redline
fade out
silence
This is a album i've been thinking about doing, part instrumental at this early stage, everything subject to change.
This is The first track, it's all ambiance, think of it as a conversation, as if you where watching it on tv,
it's taken from first person perspective, your the patient, and at the end of your life in a hospital dieing from an unknown unexplainable illness.
well i've done more work on it and defined alot of riffs for the second song that i want and heres the next part of the story
The World Burns.
It's Beautiful to behold just the sheer power my awakening unleased apon a world not yet ready to cope with the knowledge that sears through my mind.
But it does not last and the fires that lined the sky and the stars newly formed return once more to the universe, leaving a night sky choking on debre, smoke and ash.
But where to from here?
I ask myself that question yet again as i unconsiously ook to my watch for the time, only to realise that it stopped working when i crossed over.
Kicking the red grass-choked dust in front of me the realisation that i'm all alone in a dried and desolate desert begins to sink in. I'm increidbly exposed here and with the complete lack of food and under fading sunilght, dread creeps its way up my spine, whispering so softly on my neck that the words are lost, but hte meaning is heard clear as day.
Retracing my walk along the precipace I spy for what little shelter i can find, while gathering the long dead shrubs and grass for a meagre fire to fend off the dark night deserts deadly chill.
Using a piece of flint and stone i strike a fire with my grass tinder and settle down for the night in my medocre cave while my fire makes the walls dance with shadows and illusions
For a minute i thought i saw SOMETHING, with golden eyes, staring back at me through the fire and flames.
It Must just be my imagination i tell myself as i roll over for a cold fitful sleep.
Bodzilla
May 6th, 2010, 08:56 AM
quick crit my fucking ass >:(
SiriusTexra
May 6th, 2010, 09:42 AM
I don't believe the emotion. Sounds so over the top and hollywood, the overdone meaningless stuff about awakening and the universe that doesn't seem to go anywhere.
Lots of words just put in for the sake of expanding the apparently thin content and attempting to dress it in metaphor and create meaning out of nothing. You have an idea going, don't fuck it up with stupid overused themes that aren't your own words.
"precipice" yes it's a word, but jeez.
"settle down for the night in my mediocre cave" <_<
"dread creeps its way up my spine, whispering so softly on my neck that the words are lost, but the meaning is heard clear as day."
I mean, come on. None of that means anything past the obvious, so there's no point trying to hide the obvious in stuff. It's clear you sat down for a time, stroking your brow over important words to stick in there. That's not the way it's supposed to be done.
I can see the direct message or story your going for, but you've covered it in bullshit to try and sound deep and meaningful when all that shit is just verbal diarrhea unless it supports the message in the sake of connotation and verbal sound patterns. Then it takes on a musical approach. I can't see any of that though.
Here's an example of what i mean:
"dread creeps its way up my spine, whispering so softly on my neck that the words are lost, but the meaning is heard clear as day."
Means nothing, isn't smart or at least sounds cool or has a rolling tongue to it. It just is, and that isn't enough when your making art. Sometimes it's intended, but don't blur that.
The line would make much more symmetry and/or impact if you rounded it with the "day" at the end, as your setting is at night, seems like a good thing to work with.
"Night creeps up my back and around my watch(or if the watch is supposed to be dead, "around the field" or something), the air groans but it's message is as clear as day"
Think about grouping your subject, in with it's surroundings and think of quirky ways to create rotations in the way you think about what's being said. Shit that makes someone read it and go "dam". That's to me the difference in bland music, becoming amazing music. There are songs I've heard, and once understood or read the lyrics, instant winification. It does help if the music is awesome though.
My thought, make your music first. Use your timing and tempo and tonal changes to create mood, make a big fucking rollercoaster of soundmood music, and then hum or guitar play, but if you do, simple notes, drawn out, cut short, quavering, like singing, not solos, no one sings like a guitar chord. I'd humm though. Once you have your sound down and you know how it changes, you'll know EXACTLY what word comes next, because it will just feel right. Cut against the grain though, but don't completely go one way or the other.
Also, sometimes, words are unnecessary at all.
Take a lesson from mr Akira on that one:
aalI-pmhgb4
Alone in the town
4rwAoFobvvo
Overdose Delusion
Only started listening to the SH soundtracks the last few weeks, some of the most amazing music I've heard, barely a shred of vocals yet it tells so much.
Bodzilla
May 6th, 2010, 05:04 PM
what it's about is he's been possesed by a demonic spirit that took up residence after he died in the hospital.
He doesnt know it's there yet, all he gets is the feeling and fleeting glances of shadows behind him as the demon thats taking over him gets a tighter and tighter hold over him.
The whole wispering thing is it's malevolence as it taunts him just on the edge of his hearing.
It has nothing to do with the night that part, it's a set up for latter.
Bodzilla
May 6th, 2010, 05:12 PM
Also this isnt really the Album, More of the codex for the plot and how it's going to develop.
Think of it as a point of reference
SiriusTexra
May 6th, 2010, 06:27 PM
what it's about is he's been possesed by a demonic spirit that took up residence after he died in the hospital.
He doesnt know it's there yet, all he gets is the feeling and fleeting glances of shadows behind him as the demon thats taking over him gets a tighter and tighter hold over him.
The whole wispering thing is it's malevolence as it taunts him just on the edge of his hearing.
It has nothing to do with the night that part, it's a set up for latter.
Quit it :gonk:
You can't even explain your base story without attempting to dip it in fluff. Just say it. What the hell do fleeting shadows do? Fleet? The whispering thing IS it's malevolence? Taunts him on the edge of his hearing? Shouldn't it be thought, rather than what his ears hear? This is actually starting to sound like a literal demon. Fangs and claws and smelly breath.
A demon taking over someoneis kinda lame. Is it symbolic of his past crimes/things he wants to forget , maybe manifesting in the form of something he's afraid of(a lover, a dead child, victim) or is it literally a lame fucking snarly dragon demon.If demon monster:
what's the point of telling this story? Demon posses him, demon takes him over after a useless struggle, the end. Fighting off some stupid monster that he has no stake or relationship with. What happens next, he uses his demon powers to TAKE OVER THE WAAARLD and he does a big guitar solo and kicks a unicorn to the moon cause he's now an evil super sayan but no one knows it cause he looks like the same old guy so he can fuck all the bitches he wants cause that's how he rolls now, a badass monster man?
Surely you can't be making a story about some pointless monster hostage drama.
Maybe try fleshing out your story in full if you haven't (if have, post THAT)before you go writing lyrics or musical focus points on it.Write a short story unraveling the whole start to finish.
Bodzilla
May 6th, 2010, 10:31 PM
whats the point of any story?
...
PenGuin1362
May 7th, 2010, 09:16 PM
EDIT: i used bout 4 or 5 refs
Just fyi, I use about 50 to 80 reference images on average for projects that I want to look convincing. That's a rather poor rendition of the M4, I'd suggest going back and getting more references and studying the design of the gun before reattempting the model.
SiriusTexra
May 8th, 2010, 11:13 AM
whats the point of any story?
...
Many, but yours doesn't seem to have one, Is what I'm getting at. Seems a little too ungenuine and forced and quite bland and generic with none of your personality involved. Just doesn't seem like anything anyone else could have done or thought of in half an hour.Doesn't say Bodie, to me. Make it yours, something that really is you. It'll just involve YOU more and make you want to share it with people at the highest possible standard. I also know you could do much better.
kid908
May 8th, 2010, 06:38 PM
Haven't submitted anything in a while so......
http://fc06.deviantart.net/fs70/i/2010/128/b/1/The_Wind_by_kid908.jpg
Malloy
May 9th, 2010, 07:15 AM
Is that a tomahawk spear flying towards her head in the distance?
PlasbianX
May 9th, 2010, 10:50 AM
Is that a tomahawk spear flying towards her head in the distance?
Looks like a signature to me.
Roostervier
May 9th, 2010, 10:58 AM
let's keep the topic on legitimate criticism
n00ber
May 9th, 2010, 11:51 AM
http://img688.imageshack.us/img688/8673/aksu1.jpg http://img404.imageshack.us/img404/4354/aksu1wire.jpg http://img405.imageshack.us/img405/47/aksu2.jpg http://img291.imageshack.us/img291/2043/aksu2wire.jpg http://img686.imageshack.us/img686/6375/aksu3.jpg http://img689.imageshack.us/img689/3279/aksu3wire.jpg
will most definantly redo the stock, also i dont know what that line in the body of the gun is, doesnt show up in the viewport soo.
EDIT: fixed the problem, thanks penguin.
PenGuin1362
May 9th, 2010, 12:18 PM
its a result of poorly generated edges... well lack there of in that case. the entire side of the gun is one face and those holes aren't agreeing with that. cut some faces in by the holes and it'll fix the overlapping face
SnaFuBAR
May 9th, 2010, 04:46 PM
use more references and more polies. it looks kinda lopsided.
n00ber
May 9th, 2010, 07:42 PM
http://img526.imageshack.us/img526/2791/ak4suliksmybeedapmboo.jpg
better?
SnaFuBAR
May 9th, 2010, 08:28 PM
redo the dust cover, everything in front of the sights. that includes the gas block.
side of the dust cover is not indented like that around the ridge, i have no idea how you came to that.
shape of the foregrip is completely wrong.
front sights/gas tube is wrong.
i like the mag though, good job on that.
ICEE
May 9th, 2010, 08:59 PM
Noticed theres no mag release.
SnaFuBAR
May 9th, 2010, 11:39 PM
dust cover is the wrong shape from the back, btw
English Mobster
May 15th, 2010, 02:00 AM
Decided to do a little fucking around in Photoshop:
http://i435.photobucket.com/albums/qq80/Mudkipz47/deathfromabove.jpg
Looking back, I personally think it's too cluttered, but I would like a second opinion.
SiriusTexra
May 15th, 2010, 09:20 AM
colour flow is nice, the rest I'm pretty unexcited by.
You also have an area middle bottom right that looks kinda shit and out of place.
This would look really nice in vector, but replacing all the black with a solid colour, and doing some 3d perspective zdepth on the buildings and stuff. Would make a really neat albeit generic graphic art poster thing.
Cagerrin
May 16th, 2010, 09:03 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100516162218_42s.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100516162336_30s.jpg
more detail? forerunner enough?
NuggetWarmer
May 17th, 2010, 12:39 AM
Needs something along the edges as railings, such as the bridge image in your sig.
Cagerrin
May 17th, 2010, 12:45 AM
rotating sig, but I know what image you mean.
Will try it and see how it looks, though scale-wise they'd be fairly tiny.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100516223539_1m20s.jpg
e: whoops, forgot to unhide the modules under the bridge
rossmum
May 17th, 2010, 05:34 AM
http://img684.imageshack.us/img684/7065/51257658.jpg
and
http://img203.imageshack.us/img203/1889/m4wire.jpg
basicly finished, got to finish some small details and fix some stuff up
That looks literally nothing like an M4. Delete it, start over, and this time use proper refs (and more of them). Here's a hint for all of you fucking scrubs: other models (particularly ingame) do not count as refs, let alone proper ones. There's a reason the term 'commercial quality' is an oxymoron: devs care about getting things to look close enough to trick your average hurf-durfin' retard who never has seen and never will see the real thing, and they care about doing so in a few hours. As a result, nine out of ten game art assets which are supposedly existing weapons look shit and make me sperg out.
http://img688.imageshack.us/img688/8673/aksu1.jpg http://img404.imageshack.us/img404/4354/aksu1wire.jpg http://img405.imageshack.us/img405/47/aksu2.jpg http://img291.imageshack.us/img291/2043/aksu2wire.jpg http://img686.imageshack.us/img686/6375/aksu3.jpg http://img689.imageshack.us/img689/3279/aksu3wire.jpg
will most definantly redo the stock, also i dont know what that line in the body of the gun is, doesnt show up in the viewport soo.
EDIT: fixed the problem, thanks penguin.
Closer, but still not quite there. The silhouette of the magazine is wrong; if you look at polymer/bakelite 5.45 mags, there's a bulge on the front that runs about two-thirds of the way down. There are obvious misaligned edges, not only in the indent over the magazine but also along the sides of the dustcover and receiver. The rear sight guards are made from a single, bent piece, not two narrowly-spaced sheets. Additionally, why is the gas tube bent? Also, the wires are a mess.
neuro
May 17th, 2010, 07:36 AM
pix first:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_lowpolylol.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylol.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_lowpolylowirel.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylowirel.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smglowpoly2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowpoly2.jpg)<-lowpoly
finished the lowpoly, time to get cracking on giving this bitch a nice set of textures.
PenGuin1362
May 17th, 2010, 03:43 PM
lovin the progress. only thing i can think of right now is perhaps a magazine release. feel like it may add a little to the back, even though you'll only see it when reloading. still important though
DEElekgolo
May 18th, 2010, 12:22 AM
http://deelekgolo.codebrainshideout.net/Pics/2010-05-17_2120.png
http://deelekgolo.codebrainshideout.net/Pics/2010-05-17_2121.png
http://deelekgolo.codebrainshideout.net/Pics/2010-05-17_2121_001.png
How are you doing these kind of details?
PenGuin1362
May 18th, 2010, 12:42 AM
through normal maps? are asking how he did that or how he made the details in the high poly
DEElekgolo
May 18th, 2010, 01:13 AM
How he made the details in high poly.
rossmum
May 18th, 2010, 01:18 AM
subdiv, floating geo probably
PenGuin1362
May 18th, 2010, 02:21 AM
yup, he posted a tut about that a while back around here somewhere
neuro
May 18th, 2010, 04:05 AM
theres no floating geometry in this model, look for yourself. (except for the strip-thing at the back)
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smgwirehighres.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smgwirehighres.jpg)
it's not the cleanest model around, but its not so bad it's an eyesore.
edit:
first few of hours texturing it.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smglowtex1.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowtex1.jpg)
mostly just adding scratches and such, so it's not a massive change, but it's starting to look nicer already!
and yes, i know there are scratched n areas where they can't be, but i dont give a crap about that atm.
PenGuin1362
May 18th, 2010, 11:06 AM
well there's your answer, wireframe explains it all. might not be clean but the low poly came out great so what ev.
Disaster
May 18th, 2010, 11:34 AM
Floating geometry is for bad people.
What I've been working on
http://img338.imageshack.us/img338/3790/trolololuc.jpg
http://img140.imageshack.us/img140/8282/trololololololololol.jpg
Still a lot left to do though.
neuro
May 18th, 2010, 11:40 AM
you shouldnt put your edge loops so close together, iy'll just come out as a hard edge when you bake it.
loosen it up a bit, edges shouldnt be that hard.
having it flow softer will let the light bounce off your edges nicer, giving them a nice highlight when it's lit properly.
e: also, got any pics without wire?
Disaster
May 18th, 2010, 11:42 AM
you shouldnt put your edge loops so close together, iy'll just come out as a hard edge when you bake it.
loosen it up a bit, edges shouldnt be that hard.
having it flow softer will let the light bounce off your edges nicer, giving them a nice highlight when it's lit properly.
e: also, got any pics without wire?
Yeah. I'm getting one now. The render is taking forever. I will loosen the edges. I noticed that yesterday but I haven't worked on it much since. Relax modifier will fix that up in a jiff. =)
E:
http://img255.imageshack.us/img255/130/renderb.jpg
PenGuin1362
May 18th, 2010, 02:44 PM
working in maya so much i miss the modifier stack terribly :(
neuro
May 18th, 2010, 03:34 PM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowtex2.jpg
end of today's work.
teh lag
May 18th, 2010, 04:07 PM
Something about the yellow stripes rubs me the wrong way. I'd either take them off or put more on some other part of the gun, since now they seem kinda out-of-place and tacked on at the front.
rossmum
May 18th, 2010, 04:19 PM
I'd also replace the safety text with a simple S-A-F
ICEE
May 18th, 2010, 04:25 PM
^that or icons
Also i agree with lag. You might do ok if you put like a yellow border around that raised circular section with the bolts on the back.
ExAm
May 18th, 2010, 04:37 PM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowtex2.jpg
end of today's work.
You need to rework the innards of that magazine. SMGs should have much more capacity than that, which looks like about 18 shots at best.
Come to think of it, this isn't even an SMG. It's a PDW, because it fires a rifle caliber cartridge. Also, educate yourself on how magazine feed mechanisms work. That looks like the bolt would just ram the cartridge into the side of the magazine. There should be space cut out on the front of the magazine, and the top leveled so the shell readied is pointed square at the chamber.
Note how there is always space for the readied cartridge to be shunted forward here:
http://standeyo.com/NEWS/09_USA/09_USA_pics/090908.guns.Magazines.jpg
A loaded magazine's top is always level with the bolt and chamber assembly.
Note how even though the magazine is made to be inserted at an angle, the top is level:
http://thumb9.shutterstock.com.edgesuite.net/display_pic_with_logo/268447/268447,1229304183,2/stock-photo--caliber-handgun-magazine-isolated-on-white-loaded-with-hollow-point-cartridges-one-bullet-22032592.jpg
neuro
May 18th, 2010, 04:49 PM
you dont see the magazine anyway, only made it for sake of animations, good suggestions all round though, thanks a lot for the input!
ExAm
May 18th, 2010, 04:50 PM
Dammit, I just finished editing that mess for clarification and you've already gone and looked at the bad version.
ExAm
May 19th, 2010, 03:45 AM
Also, I'm making a tiny java game (http://dl.dropbox.com/u/6250847/SwiftboatVeteransForPain.jar). It's a husk right now, and it wants you to have the latest version of Java so update that first.
Looks like this
http://imgur.com/c5Xf8.png
rossmum
May 19th, 2010, 04:31 AM
for some reason this reminds me of ahoy ss lobo
neuro
May 19th, 2010, 07:59 AM
moar:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smglowtex3.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowtex3.jpg)
update:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smglowtex5-1.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowtex5-1.jpg)
made a proper specular map for it, and added details to the normalmap.
yes i know the front screw is skewed, i cant be ardes fixing it tbh.
=sw=warlord
May 19th, 2010, 09:13 AM
Not sure if it's the perspective but a few of the screws near the front especially the one directly below the barrel look lopsided.
Geo
May 19th, 2010, 12:47 PM
Neuro thats awesome. I'm not much into this stuff anymore, but looking at your creations is always fun :D
Disaster
May 19th, 2010, 01:54 PM
The metal texture is a bit cloudy. I would lower the contrast.
Higuy
May 19th, 2010, 03:09 PM
It looks really beat up. I dont think it'd get that beat up.
neuro
May 19th, 2010, 04:13 PM
this one is beat up.
Disaster
May 20th, 2010, 08:22 PM
Neuro let me brush up on my texturing on his gun =)
About 50% done
http://img230.imageshack.us/img230/5191/wip2t.jpg
teh lag
May 20th, 2010, 08:43 PM
Not at all a fan of the pixel-y effect. Contrast is also definitely way too high in some areas (screws!!! text!!!)
You've got like, 3 different styles going on. There's a smooth, refined style at the back, a rough and flat one for the body, and then at the rails it becomes an even flatter, duller version of the second one. Idk if you just haven't gotten to those parts yet or what but as it stands there's a lot of work to be done.
Geo
May 20th, 2010, 09:16 PM
I kinda like the digital camo. But it needs more pinup art ;)
ICEE
May 20th, 2010, 11:04 PM
the digital camo probably needs a little more contrast.
Geo
May 20th, 2010, 11:09 PM
And now that I look at it, the text on the side looks very washed out.
Con
May 21st, 2010, 12:45 AM
I like the digital camo look, but I think it would look cool in tan like a desert camo. Also, don't make the text stand out any more than it does :\
edit: I don't think the rails are done lag
Maniac
May 21st, 2010, 01:11 AM
After looking at it for a while, i like the camo, but you definitely need to remove it from the grooved (indented) parts.
Disaster
May 21st, 2010, 05:10 PM
http://img97.imageshack.us/img97/8780/wip3i.jpg
About 90% done here.
Which color?
neuro
May 21st, 2010, 05:21 PM
Which color? hsade of gray?
i don't know, i'm not really fond of any of them D:
i'm inclined to go with the brown one because its the least grayscale of the four.
HDoan
May 21st, 2010, 05:23 PM
Not a fan of them either... But if I had to choose it would be the bottom right one.
Higuy
May 21st, 2010, 05:35 PM
I like the blue and orange ones. They all remind me of MW2 camo's.
=sw=warlord
May 22nd, 2010, 01:40 PM
Been working on a CE styled HUD.
Unfortunately Crysis doesn't seem to support block health instead uses a slider like the shields.
This is what I've got so far, any tips or advice would be greatly appreciated and any recommended sites for photoshop tutorials would be even more appreciated.
http://i45.tinypic.com/339onj4.png
Futzy
May 22nd, 2010, 05:27 PM
Use the pen tool. Google it etc
If it uses alpha information for health loss, you can use solid shades of white-black the same way halo does.
SiriusTexra
May 22nd, 2010, 06:32 PM
http://img97.imageshack.us/img97/8780/wip3i.jpg
About 90% done here.
Which color?
Ok
a) why is the camo everywhere.
b) needs another colour/shade for secondary panels, camo or whatever for the main ones
c) look doesn't suit the gun anyway, I'd have thought by looking at tweeks renders that a more carbon fibre/matte with chrome/gold future tech look would have been better.
d) seems to be lacking in details, could use some little things.
e) Boring material for the rubber, will just look like a solid colour in a game. Get some sort of designed tread into it, like fingerprint styled weaved/ripples that flow with the shape of the handle, a pattern or something.
f) the distinct edges between plates could use some sort of oil/buffed look, and the top and most used metal sections could use the same. Like for instance, my guitar is a matte oil paintedish finish, but where it's allways rubbing on my leg overtime, its glossy as shit, because it's just smoothed the surface out over a period of time.
Make obvious differences between what doesn't see much physical focus and what does. Right now it's all same same.
g) too 1 toned. The colour information needs more oomph. I can see a little greenish on the rear where that bluestrip is, but by the looks of it that was just accidental from your texture source.
h) the texture sources in general look horrible. You can tell immediately they're photos.
i) I also see many texture source details that are traversing multiple heights on the gun. They should finish at their borders and not appear to continue on the other side.
j) the blacks are too black. Let ao and your lighting do that shit. If it's a carbon thing, give it a 80-90 percent opacity, and let the specular give it that slight sheen. Otherwise it'll just look like black blobbyness and it's just wasting attentional detail.
k)too much white detail. Make the screws a different colour or something. I'd suggest blacksilver/grey colour, with a slight copper spec colour (greens and golds).
l) general texturework is pretty gross. The scratches are dodgey, in particular.
l) I assume this is flat rendered. Otherwise, FIX THE SHIT OUT OF THOSE MATERIALS.
All in all, I'm not really impressed with now this is looking. Looked much better from tweeks renders than it does now that it's getting textured. That shouldn't happen. Judging by the general concensus of posts, it's a pretty whimper sort of feeling ending to tweeks awesome progress.
It just needs something more, a bit of a rethink maybe. Just looks like a really bland "modder" weapon here. The model could certainly be given much more coolness.
My deep personal opinion though, I'm a big fan of character and personality pieces these days, so I don't like much the "one size fits all" type stuff. Part of that is tweeks fault, but what I think, this most likely never would be In a game as a generic weapon to choose from, so why stop it there? Otherwise it's just a wasted opportunity. Anyone can make Gun this and Car that. Make this an important piece of equipment that someone would and does care for.
Make it SOMEONES gun, not everyone's gun.
Give that shit it's own character. Put a narrative into it. Little details that show it was and is someones trusty weapon. Maybe add things to the model.
That's me though. If you wanna keep practicing guns and texturing guns and making more guns, fine, but go all out if you can. Make it the "Devo" of guns.
rossmum
May 22nd, 2010, 07:26 PM
needs wear in sensible places. paint wears away to blue, blue wears away to metal. jonas posted a pretty good demonstration elsewhere a long time ago but i can't be bothered to find it, just use your initiative and look at the way real weapons wear
Disaster
May 22nd, 2010, 07:38 PM
None of this is image sourced. Everything is hand painted. I'm not really happy with the direction I took it. I will probably start from square 1 and try a different style. Thanks for the crit guys!
kid908
May 22nd, 2010, 07:49 PM
A quick model. A simple compound bow without accessories.
http://img198.imageshack.us/img198/9250/compoundbow2205101842.png
http://img268.imageshack.us/img268/7996/compoundbow2205101838.png
Con
May 22nd, 2010, 07:58 PM
fuckin compound bows, how do they work? :ugh:
That's a nice model and keep going with it.
kid908
May 22nd, 2010, 08:09 PM
Follow the cable and you'll see how it works.
That's a basic setup for a double wheel system. I'm not sure the cable setup for a double cam or even a quad cam, but the cam and wheels act like a pulley system that let you string the bow with less work than it would without it.
ExAm
May 23rd, 2010, 01:12 AM
So I'm chugging forward on this game. Graphics all done by me. Boat will be replaced with a proper vietnam swiftboat.
Download that shit here (http://dl.dropbox.com/u/6250847/SwiftboatVeteransForPain.jar). Make sure to update Java first.
http://i.imgur.com/k2XXI.png
Malloy
May 23rd, 2010, 07:05 AM
maybe change the water resistance displacement around the boat to match the surrounding water
Geo
May 25th, 2010, 11:47 AM
maybe change the water resistance displacement Splash around the boat to match the surrounding water
English ffs
rossmum
May 25th, 2010, 12:12 PM
English ffs
hi it's called a wake so don't try and correct him when you're even more wrong than he is okay thanks bye
Malloy
May 25th, 2010, 01:24 PM
Holy shit, I'm not a boat fanatic neither do I participate in any boating activities. I also was just articulating what I meant so that it was not mis-construded. Why the fuck was my use of words questioned just because I didn't write something how somebody else may have written it.
Post for the sake of posting.
neuro
May 25th, 2010, 06:54 PM
MUST BITCH ABOUT SOMETHING!
CANNOT RESTRAIN... SELF!!
Hunter
May 25th, 2010, 07:10 PM
https://www.exchange3d.com/cubecart/images/uploads/aff1279//box.jpg
I modelled an amazingly detailed house. :)
DEElekgolo
May 25th, 2010, 07:14 PM
To much detail.
SnaFuBAR
May 25th, 2010, 07:22 PM
shitposts are not art, and therefore, do not belong here. k thx.
ExAm
May 25th, 2010, 08:17 PM
Holy shit, I'm not a boat fanatic neither do I participate in any boating activities. I also was just articulating what I meant so that it was not mis-construded. Why the fuck was my use of words questioned just because I didn't write something how somebody else may have written it.
Post for the sake of posting.Your post made absolutely no sense to me. I have never, ever heard the phrase "water resistance displacement" in my life. Also, I did say I was replacing the boat, so there's that too.
Roostervier
May 25th, 2010, 08:19 PM
enough of that. get back on topic.
Geo
May 25th, 2010, 08:36 PM
hi it's called a wake so don't try and correct him when you're even more wrong than he is okay thanks bye
Well who the fuck uses the phrase "water resistance displacement"? I mean really? But whatever, call it that if you think its better than wake or splash.
rossmum
May 25th, 2010, 09:32 PM
that's technically what a wake is, he probably just said it because he couldn't think of the proper name for it. i do the same with things all the time
SnaFuBAR
May 25th, 2010, 11:44 PM
Hey. Shut up!
This isn't english class. Get back on topic!
Rorschach
May 26th, 2010, 02:53 AM
On topic criticizing the... box? Well fuck that.
The compound bow on the other hand looks nice. See what you could do with a Reverse Energy Bow. (http://www.youtube.com/watch?v=rdtU9mflqxo)
Geo
May 26th, 2010, 10:48 AM
That reverse energy bow is kinda scary. It almost looks like he is shooting at himself....
annihilation
May 26th, 2010, 02:31 PM
re uploading
Right now it's just a purple grid.Very simple. I'd like some idea on what else to put in it.
I kinda wanted to put electricity running through it.
Roostervier
May 26th, 2010, 03:16 PM
two things: one, jesus christ make jpegs from now on. two, what exactly is it supposed to be? without context i can't really give crit.
annihilation
May 26th, 2010, 03:24 PM
It's just a high res picture.
I just don't know what else to add in it.
Roostervier
May 26th, 2010, 03:33 PM
a jpeg of the same resolution would've loaded probably 5x faster, and it's not THAT high res.
e: the point of asking what it was for was to get you to tell us so we can help you think of what to add. if we don't know what it's supposed to be for how can we think of what to add?
annihilation
May 26th, 2010, 03:37 PM
For me it is. :smith:
I'll re-upload it then.
Heathen
May 26th, 2010, 04:07 PM
Or just use PNG's. They look good and only take long to load if your internet is retarded slow.
ExAm
May 26th, 2010, 05:41 PM
Oh hey look what I just worked through the night to bring up to class project spec (http://dl.dropbox.com/u/6250847/Project/SwiftboatVeteransForPain.jar)
http://imgur.com/bx3SP.png
All that text bullshit will be gone eventually. It was just there to implement a recursive method that was required for the project.
Malloy
May 27th, 2010, 11:59 AM
The water resistance displacement looks slightly innacurate on the descending nautical flotilla
Geo
May 28th, 2010, 12:57 AM
Lol the infraction was so worth that.
But really, it looks pretty good. Glad to see the wake is matching the color of the surrounding water.
ExAm
May 28th, 2010, 03:32 AM
The wake originally didn't match because the background was originally going to be blue, and you originally fought battleships with a cannon. I swapped the gameplay out after fiddling with that idea a bit. This works much better. Explosions and death animations, and enemies that actually fire back will be added. Also, the enemy boats are going to be facing the other way, since i realized that no matter what I do, if I have ships pointing both directions, one set is actually going to be sailing backwards relative to the background. I think I'm going to have some guys firing off the back of them or something. Also the enemies won't be PT boats. Those are placeholders with a color adjust.
If this turns out well, I might just convert all the code to C# and apply to put it on XBLA as an XNA game or something.
Limited
May 28th, 2010, 10:19 AM
SwiftboatVeterans$BlitheringIdiotException.java? lol
Should the torpedoes still have collision with boats that have been destroyed?
We should talk Exam
ExAm
May 28th, 2010, 04:58 PM
They don't, and I think that's a good thing. They tend to fill the screen at times, so it would get a bit annoying.
Sel
May 29th, 2010, 04:17 PM
http://dl.dropbox.com/u/3332789/GE/GE2.png
Donut
May 29th, 2010, 05:33 PM
your image is bigger than the post frame. kind of mind fucked me for a minute.
Sel
May 29th, 2010, 10:13 PM
http://dl.dropbox.com/u/3332789/GE/GE3.png
http://dl.dropbox.com/u/3332789/GE/GE3b.jpg
Sel
May 30th, 2010, 01:36 PM
http://dl.dropbox.com/u/3332789/GE/GE4.png
http://dl.dropbox.com/u/3332789/GE/GE4b.jpg
rossmum
May 30th, 2010, 02:54 PM
Looking pretty fucking sweet, Sel
=sw=warlord
June 4th, 2010, 01:28 PM
Shader comparison time:
I know these are different objects, but the shader in the newer picture will be using the same material as the sentinel wall.
New shader I'm working on.
http://img9.imageshack.us/img9/7839/editor2010060400174539.png
old shader:
http://i43.tinypic.com/2hno02a.jpg
Anything anyone think's would help improve the look of the new shader would be greatly appreciated.
neuro
June 4th, 2010, 05:23 PM
it's not the shaders, its the textures.
protip: learn to texture.
diffuse + spec + gloss + reflection mask + detail map + cubemap(mask) etcetc
no matter what you do with a shader, a diffuse will always just be a diffuse, nothing more.
any time you've put into 'making a shader' is wasted time. (besides, the stock shaders will propably do alot better anyway if you've got the right maps)
=sw=warlord
June 4th, 2010, 05:48 PM
Neuro, I would like to thank you for completely skipping the point of my post in it's entirety and attacking the one part I personally cannot change.
The bitmaps were given to me by teltaur, you seemed to like his bitmaps in the UT3 thread and yet now you are attacking them, pretty hypocritical if you ask me.
neuro
June 4th, 2010, 06:08 PM
if your bitmaps are bad, no amount of shader will make them look good.
are you sure you're plugging your bitmaps into the right slot?
all i'm seeing on those images is diffuse, and a flat photoshop-normal
another thign i'd like to add, that if you make an ENTIRE house one flat shade of gray, it'll look dull no matter what engine you throw it in.
that's just a design-thing, a gray box, will never be mroe than a gray box. righ now, that building is one flat shade of gray. it's boring to look at. you know it, i know it, everyone who sees it will tell you the same.
If you've got more than 3 texturesets to work with, USE THEM.
this is where the tricky part comes in, you actually have to be able to model decently!
you're going to have to build your geometry around your textures, cut in strips, shapes, imagine how you want it to look while you're modelling it. and 'GRAY' does not count!
now on a completely other note:
how about taking the advice from someone who makes a living out of doing this stuff you're trying to do, and shape the fuck up instead of beating the advice in the wind.
has it even occured to you that i might know a shitload more about this that you do, and i might actually be -GASP- right?!
fun fact: i'm working on crysis2 right now.
off 2 bed, enjoy.
=sw=warlord
June 4th, 2010, 06:19 PM
if your bitmaps are bad, no amount of shader will make them look good.
are you sure you're plugging your bitmaps into the right slot?
I certainly am, I am not as incompetent as you seem to insist to think I am.
all i'm seeing on those images is diffuse, and a flat photoshop-normal
Then you must not be looking hard enough.
and how about taking the advice from someone who makes a living out of doing this stuff you're trying to do, and shape the fuck up instead of beating the advice in the wind.
I wouldn't be beating your advice into the wind if you were giving me advice on the subjects I asked for.
Just because you work on a subject for a living doe's not mean all to much at all, I often walk into electronics stores and find myself knowing more than the so called experts making a living there.
has it even occured to you that i might know a shitload more about this that you do, and i might actually be -GASP- right?!
fun fact: i'm working on crysis2 right now.good for you, your mother must be so proud of you.
I am not trying to say who is right or wrong here, but last I heard, Art was something there is no "right" or "wrong".
What I'm asking here, is about the shaders not the bitmaps, get it through your skull, I'm following older styled foreunner, I do not want detail for details sake as thing's get cluttered, cramped and start to look like dog shit on a stick.
All I want, is comments on the shader, not the bitmaps, once you realise this we will get on fine, but until then we are simply going to butt heads as you are being completely ignorant to what is being asked.
But since you seem to insist on the delusion that I'm putting the wrong bitmaps the wrong place here's a screenshot of the material editor.
Before you ask, Yes I am infact using the metal shader.http://img535.imageshack.us/img535/2051/86691207.jpg
Corndogman
June 5th, 2010, 12:16 AM
Just got a new Rebel XS, some generic shots as I'm getting the hang of it
http://i199.photobucket.com/albums/aa303/corndogman939/IMG_1414.jpg
http://i199.photobucket.com/albums/aa303/corndogman939/IMG_1419.jpg
http://i199.photobucket.com/albums/aa303/corndogman939/IMG_1251.jpg
FRain
June 5th, 2010, 12:28 AM
Neuro, I would like to thank you for completely skipping the point of my post in it's entirety and attacking the one part I personally cannot change.
The bitmaps were given to me by teltaur, you seemed to like his bitmaps in the UT3 thread and yet now you are attacking them, pretty hypocritical if you ask me.
....
do you seriously get defensive about every piece of criticism someone gives you?
also, your models dont even look uv'd right
Inferno
June 5th, 2010, 01:25 AM
Your cat is cute corndog.
:-3
Corndogman
June 5th, 2010, 01:35 AM
Inorite :allears:
yeah, shes looking entirely unimpressed by my photo-taking, and she hates the flash so i was lucky to get a good shot without her turning away.
neuro
June 5th, 2010, 02:49 AM
i'm stupid
#1 i dont give a rats ass wether you're capable or not, if what you produce look like crap, you're producing crap. simple as that.
#2 i'm not even going to bother with the rest i was going to write since you don't care, and you're not even worth my time anymore tbh.
=sw=warlord
June 5th, 2010, 07:30 AM
....
do you seriously get defensive about every piece of criticism someone gives you?
also, your models dont even look uv'd right
No, actually, but I do find it offensive when I make the effort to ask for suggestions on one subject and people decide to completely whitewash that and talk about something that I wasn't asking about.
It's on par of asking what people think of apples and then you get some random guy who decides to detail the entire thing and talk pairs.
Neuro, If you stop being such a over zealous cock and actually give suggestions on the fucking shaders I will take the suggestions but for the umpteenth time, the bitmaps are not mine, they never were mine you would have to take your complaints to Teltaur who is the guy who made the bitmaps.
There seems to be a delusion going around these forum's that I'm "over defensive", I simply am not.
What I am though is intolerant of people who go out of their way to patronize me as though I am a child and could not possibly know what I'm talking about.
I will only show the same amount of respect to others as shown to me, it's only fair.
I cannot believe how much of a shitfest it becomes when I ask a relatively simple question.
Neuro just seems to have the mindset anything that's told me just walks through both ears, that's not the case as proven many time's over.
So, I'll ask again: What do you think could be changed about the shaders, add more reflection? reduce reflection?, more fresnel? what?
mech
June 5th, 2010, 12:02 PM
RAR up the textures and a model and send them to me. Also, you want to use .dds textures only, anything else is a waste of space.
Con
June 5th, 2010, 12:51 PM
Ugh.
First off, Neuro has every right to criticise the bitmaps if he believes they need to improve before the shaders can. Warlord, that's not something you have no control over. Get new textures or edit them, then work on the UVing more. Try to get some more variety so it isn't a big grey box like Neuro said. Secondly, there was no need to react the way you did. It was pretty childish if you ask me.'
Neuro, I infracted your post because it's a blatant flame. You don't use phrases like "protip: learn to texture", "shape the fuck up" in crit posts. There's no reason for it and it just makes you sound like some elitist. Like you said, if he's not taking the crit then don't waste your time.
Enough of this, please.
ejburke
June 5th, 2010, 05:56 PM
Shaders (shader effects) are hard to critique with still images and even harder when you're not sure about the capabilities of the engine. The only thing I could really tell is that there are highlights on the sharp corners to give a smooth appearance, which is neat, but again, my lack of familiarity with that engine means I don't know if that's anything special.
But you definitely shouldn't have included a diffuse, if that's not what you want feedback on. It just gets in the way of the shader effects you're trying to show, since a lot of would-be shader effects can easily be painted into the texture, and with only still images to reference, we'd never be able to tell.
beele
June 6th, 2010, 04:08 PM
Newest version of my stargate mod for crysis, haven't worked too much on it the past few months, all work was done these last few days. Still a lot of tweaking/editing needed, but It's I think it's starting to look good :)
6DC4Wf4EoE8
video description & credits
Stargate model by kid908 used from http://www.modacity.net/forums/showth... (http://www.modacity.net/forums/showthread.php?t=20601)
Delorean car model used from http://www.crymod.com/filebase.php?fi... (http://www.crymod.com/filebase.php?fileid=4147)
this is still a WIP so, some things are inaccurate, or even not meant to be like in the series.
Still need to work on some issues, and some better gate effects.
Bastinka
June 11th, 2010, 06:24 AM
-image-
About 90% done here.
Don't know if you have any type of reference but I love the overly complex design. However, I'm not too fond of the grip at all. I'd suggest making the grip more like the one on the Battlefield 2142 sniper; I don't know the word for it but a cylindrical grip seems like an odd growth on a gun like that.
Heres a picture of what I'm talking about:
http://fc08.deviantart.net/fs17/f/2007/197/9/9/Zeller_H_Advanced_Sniper_Rifle_by_TriXe.png
rossmum
June 11th, 2010, 10:47 AM
hi im bad at this
http://www.project-new-hope.com/upload/images/content/horrible%20skin%203.jpg
Malloy
June 11th, 2010, 11:13 AM
cool is that for CS?
rossmum
June 11th, 2010, 11:31 AM
it's for whatever someone can be bothered to compile it for
teh lag
June 11th, 2010, 02:38 PM
You metal on the gun itself is tool "clean." As in, it looks more like simple gradients than metal (regardless of how it was actually made). Find a way to dirty it up some - not necessarily in terms of "grime/not grime", but in terms of making it look like what it should look like. The mag is better.
rossmum
June 11th, 2010, 10:40 PM
yeah, i tried but it obviously didn't work. gonna have to figure out some other way of doing it ughhhhghgh
ejburke
June 12th, 2010, 05:06 AM
This thing just happened to be in a state where I could actually render it, so I did. It's only a preview; I have a lot of detail I want to add, but I'm not sure how much is going to stick. The final will be either a lot more detailed or a little more. If I'm happy with it, I'll build the rest of the body.
http://s3.amazonaws.com/data.tumblr.com/tumblr_l3w83jclDu1qcqwt6o1_1280.jpg?AWSAccessKeyId =0RYTHV9YYQ4W5Q3HQMG2&Expires=1276418571&Signature=%2BIX7VDnLJxw7oLgtsljLqDjXQi8%3D
Note that it is not textured and the materials are default Lambert shaders sharing an ambient occlusion node. All detail is modeled-in and on-surface, because I am insane.
Newbkilla
June 12th, 2010, 10:02 AM
The render looks awfully sloppy, but from what I can see, it looks very detailed. Cool beans
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