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ExAm
November 10th, 2010, 08:06 PM
I typically work with a more organic bent, I'd probably go with ellipses or blocks of some kind that can give me a feel for the perspective, rather than something as angular and 2-dimensional as triangles. Huh.

Warsaw
November 10th, 2010, 08:16 PM
It's ALL two dimensional until you add lighting and shading. Also, ellipses don't provide you with a profile as well as triangles. I typically draw with a more organic bent myself, but I still use triangles because they offer a broader selection of general shapes compared to an ellipse. You'll find that after you block out with ellipses, you end up filling in with angular shapes anyways to give definition and then smoothing them out to be more organic. I just skip the ellipse step because I generally don't need it unless it's a pose I've never even remotely worked with.

Blocks are just as two dimensional as triangles. If you look at the second leg in that example, I did add a fourth side on the left, I just didn't bother erasing the now extraneous vertex. That is how I shape my feet, because feet from any angle tend to look similar to triangles. Limbs are usually stretched diamonds (I draw a stick skeleton, then add a long triangle to either side). Torsos are an hour glass of some type (even males, just less pronounced) and can also be viewed as an inverted triangle on top of right-side-up triangle, irregardless of whether or not you drew the tips. See what I'm getting at? The only way to achieve that with an ellipse is to draw several horizontal ellipses of varying widths, but then you end up drawing an hourglass outline around those anyways.

ExAm
November 12th, 2010, 01:17 AM
No, I mean, I'd like to get a better feel for things by constructing with three-dimensional objects like boxes, so I can get a better feel for the perspective. Constructing with triangles doesn't give me that, and I need that.

Timo
November 12th, 2010, 05:09 PM
Finally got the thumbnails aligning properly on my website and updated the header/background: http://timo.modacity.net CSS is such a bitch >:C

Sel
November 12th, 2010, 11:45 PM
oh neat

remind me to bitch you into helping me code sites.

https://dl.dropbox.com/u/3332789/Art/Walkabout2.png

3 months in, and another self portrait :3

Futzy
November 13th, 2010, 08:23 AM
Oh gosh.

Rob Oplawar
November 13th, 2010, 04:45 PM
Well, I can't deny that you seem to be improving quite a bit.

p0lar_bear
November 13th, 2010, 04:58 PM
Aside from the gray area you loved to be (and assured me you'd stop) trodding on with your art, one thing always bothering me about these were the hands. The edges of yours are the same width as the rest of the arm, they should fan out from the wrist. Seriously, look down.

Sel
November 13th, 2010, 06:27 PM
I'd hardly consider that to qualify as the gray area! As for the hands, yeah you're right, they're still pretty bad, gonna work on them more!

Limited
November 13th, 2010, 07:05 PM
First attempt at drawing cartoons, drew a basic layout on paper, then scanned it in and then went over lines and added colour and rough shading.

Still WIP...The idea is to have either him shooting fire out the nosel, or have a big fire to the right and he's pissed because its huge and will take alot of effort...oh and it is suppose to be a fire extinguisher.

Hoping Mr Big crits :D *hint*, any tips/advice for shading/adding highlights? Like are there any places I should add more...or take more away (the teeth will have a lower opacity in next version).

Oh yeah, the idea of this is to be a wallpaper, hence why theres no background stuff.

http://limited-development.net/images/comic1.png

Futzy
November 13th, 2010, 07:19 PM
Is it drawn with brushes and a mouse? It might be this crappy low res screen I have to use right now but the lines look very messy.
You need to define your light source, the shadows are going in a bunch of different directions. Their opacity all looks good besides the teeth, but that shadow doesn't look right, needs tweeking. The shadow at the top of the body should curving the opposite way. Doesn't need anymore colors, keep it simple like that.
Otherwise I like it, reminds me of aqua team hunger force.

Limited
November 13th, 2010, 07:55 PM
I'm using the pen tool, freehand I stand no chance, as I'm lefty. I've redone a few areas, the end of the hose I have fixed the join, and I've redone the two loops that hold the hose to the main body. Changed the body shadow to what I think, you meant. The light source will be to the right and possibly also top right (depending where I add the fire).

I should get some references for how teeth are done in comics, right now my only reference picture is a real fire extinguisher.

The issue with lines may be due to the fact I'm down sizing the image, I'm working on it at 2000 x 2000, the uploaded image I resize to 600 x 600.
http://limited-development.net/images/comicv2.png

Click here (http://limited-development.net/images/comicv2-full.png) for the full 2000 x 2000 image.

paladin
November 17th, 2010, 06:26 PM
http://image.odinseye.org/images/perspectiv.jpg
http://image.odinseye.org/images/checkerboa.jpg

Modeled and unwrapped. Fully textured model due next Tuesday. Xd

Futzy
November 17th, 2010, 06:59 PM
I'm using the pen tool, freehand I stand no chance, as I'm lefty. I've redone a few areas, the end of the hose I have fixed the join, and I've redone the two loops that hold the hose to the main body. Changed the body shadow to what I think, you meant. The light source will be to the right and possibly also top right (depending where I add the fire).

I should get some references for how teeth are done in comics, right now my only reference picture is a real fire extinguisher.

The issue with lines may be due to the fact I'm down sizing the image, I'm working on it at 2000 x 2000, the uploaded image I resize to 600 x 600.

Click here (http://limited-development.net/images/comicv2-full.png) for the full 2000 x 2000 image.
Much better now. Work its cast shadow though.

Limited
November 18th, 2010, 09:19 AM
Finally got the thumbnails aligning properly on my website and updated the header/background: http://timo.modacity.net CSS is such a bitch >:C
So the pictures range in different sizes, but the thumbnails are all same size...what do you plan to do with vertical photos? Also I recommend putting your email address as an image instead of displaying the actual text, I have a website up that I've told about 3 people the address, yet I get spam emails (from spider info gatherers I expect), so you might get it as well.


Much better now. Work its cast shadow though.
Yeah the cast shadow is basically just to show there is a floor there, just not visible.

Timo
November 18th, 2010, 03:53 PM
I'll just group all the vertical thumbnails together like this: http://timo.modacity.net/2010/ breaks the flow a little but it seems like a good compromise.

neuro
November 19th, 2010, 06:08 AM
http://image.odinseye.org/images/perspectiv.jpg
http://image.odinseye.org/images/checkerboa.jpg

Modeled and unwrapped. Fully textured model due next Tuesday. Xd

actually looking forward to the result.

Higuy
December 5th, 2010, 08:44 AM
Wb-LkBtkXUw

I was bored.

Con
December 6th, 2010, 05:27 AM
Wow, cool :D

My favourite part of the old Halo 2 E3 video was when the longsword flew over and bombed the big covie canon. Needs that epic sound...


I just finished my CSC assignment. We had to come up with our own ideas for this final project. I decided to automatically remove happiness from images.
http://con.modacity.net/csc205-4/before.jpg
http://con.modacity.net/csc205-4/after.jpg

Didn't get around to blending the fill region, oh well.

FireDragon04
December 6th, 2010, 07:16 AM
M5V4DWMqRiE

**This was made only using assets with some editing so I can get myself into the UDK and understand it.

Corndogman
December 7th, 2010, 05:27 PM
The texture on the blinking light doesn't go dark when the actual light flickers.

Bread
December 14th, 2010, 06:05 PM
1862

Meh.

Llama Juice
December 15th, 2010, 10:20 AM
yea, what Corndogman said, other than that it looks spiffy. I also didn't like the way the water sounds were done, like... is there a way to just have a volume falloff? It sounded more like when you got to that area the water "started" and then when you walked away it "ended"

Also, camera was uncomfortably close to the ground for most of it.

As for that blinky light thing, if you setup your blink for the light in Kismet, you can wire in a Material Instance Actor to be effected by the same stuff as the light is. If you setup the Material Instance properly then you can get it to animate the emissive channel (or emissive power?.. it's been a while) at the same time as your point light is animated.

DarkHalo003
December 15th, 2010, 09:26 PM
Can you have custom FP weapons in UDK? I know you can have custom bipeds, but are custom weapons even possible? Same goes for vehicles.

Llama Juice
December 17th, 2010, 07:03 AM
Of course. Everything is possible with the UDK lol.

Hell, Borderlands runs off the UDK, and that game has 902384 weapons haha.

You don't "mod" the UDK, it's designed to create a game with... so if you're making a game, you sure as hell aren't going to be using Epic's art in your game.

Hunter
December 17th, 2010, 01:31 PM
PP-2000 for University assignment. Got a turntable video rendering of both weapons.

I fail at texturing :( And the stock is completely wrong. The module is only Introduction to 3D Modelling, if you see what other people with now experience are making then this will pass with flying colours.

Diffuse Map
Bump Map
Spec Map
Opacity Map
All at 2012 x 2012 or something like that, we were given a set resolution.

http://img690.imageshack.us/img690/7888/submitrender4k1.jpg
http://img96.imageshack.us/img96/8674/submitrender4k2.jpg
http://img408.imageshack.us/img408/2127/submitrender4k3.jpg
http://img593.imageshack.us/img593/6446/submitrender4k4.jpg

DarkHalo003
December 17th, 2010, 03:40 PM
How simple is it to use in comparison to CE? Not as in similarities, but as in usability.

Futzy
December 17th, 2010, 03:47 PM
How simple is it to use in comparison to CE? Not as in similarities, but as in usability.
I don't know anything about game design and I can use it. Just download it and try it, its free.

ExAm
December 17th, 2010, 11:19 PM
I pretty much suck at perspective drawing, also this bolt has nowhere to recoil into, and the barrel looks like it's bent.

http://i.imgur.com/XQyRK.jpg

Warsaw
December 18th, 2010, 12:53 AM
Don't fret about it. If you redesign the bolt itself, it could work. I can actually make what you have right there work in my head. That perspective is actually pretty good.

PenGuin1362
December 18th, 2010, 06:40 PM
Been working on this for an assignment, semesters done now time to fix what got fucked up and add more stuff. Design is heavily influenced by a local school originally built in the 1800's. This is in UDK

http://img687.imageshack.us/img687/6073/2ndfloorhallway2.jpg

http://img813.imageshack.us/img813/7375/2ndfloorhallway.jpg

http://img33.imageshack.us/img33/5493/2ndfloorbathroom.jpg

http://img715.imageshack.us/img715/364/1stfloorclassroom.jpg

Hunter
December 18th, 2010, 08:47 PM
Looks good Pen, seems you doing same course as me haha We also have to use UDK, but in the second year I think, at the moment we use Unreal Tournament 3

Con
December 19th, 2010, 02:21 AM
I actually thought that was a photo at first glance, nice job.

Cagerrin
December 19th, 2010, 02:43 AM
I actually thought that was a photo at first glance, nice job.
This, except about a second after that glance I noticed the aliasing. Penguin, do you have access to a computer running Vista or 7 so you can take screens with AA on? UE3 aliasing is terribly ugly for some reason.

PenGuin1362
December 19th, 2010, 04:32 AM
I have my AA turned off by default on my card settings. My card overheats to easily (laptops have poor airflow >_<).

Cagerrin
December 19th, 2010, 04:37 AM
Tell me about it. I'm convinced mine doesn't even have a fan.

Texture on the inside of the trash bin in the last screen looks like it might be stretched vertically a bit, unless I'm misinterpreting.

Warsaw
December 19th, 2010, 06:02 AM
It could be stretching because there is trash in it.

Cagerrin
December 19th, 2010, 06:16 AM
Didn't even think of that, thought it was metal. Looks fine now that I know what I'm seeing.

Llama Juice
December 19th, 2010, 08:26 AM
@DarkHalo003, if you can use HCE's tools then hopping to the UDK is like... it's a beautiful beautiful thing. The UDK is just insanely easy to play with, and the community for it is massive, and there are profesional training or how to videos teaching you about everything with the UDK.

Try it out and see what ye think.

@PenGuin1362 There is a command you can use to render out a screenshot at a much much higher resolution which you can then scale back down to fake AA pretty well.

If you just open the console in game and type "tiledshot" it will take a screen shot four times your resolution Its pretty awesome.

http://udn.epicgames.com/Three/TakingScreenshots.html#Tiledshot

There's the UDN link on it 'cause I don't wanna type out all the stuff and the link is more useful anyways.

PenGuin1362
December 19th, 2010, 12:46 PM
awesome, thanks. also some of the assets were rushed because as the deadline was nearing i still had much to do. Over scoped a little bit on this project :x So I need to go back and add some normal maps to a few things. Trashcan might make a little more sense if I do. Also the lockers are much higher resolution but I need to fix the render distance on the texture >_<

DEElekgolo
December 19th, 2010, 12:48 PM
Need more specular. Everything looks really dry...

PenGuin1362
December 19th, 2010, 02:08 PM
That's exactly what I wanted to achieve. It's not post apocalyptic, not a war zone, not a haunted school. It's a boring ass middle school. I believe "dry" was the exact word I used in the Art Document. Also too much specular and every starts to look wet. Literally.

DarkHalo003
December 19th, 2010, 04:15 PM
@DarkHalo003, if you can use HCE's tools then hopping to the UDK is like... it's a beautiful beautiful thing. The UDK is just insanely easy to play with, and the community for it is massive, and there are profesional training or how to videos teaching you about everything with the UDK.

Try it out and see what ye think.


Yeah I'm definitely considering going to it after I've done a few releases with CE first and get a new laptop more suitable for 3ds Max, rendering, and an engine that can do more graphically and physically. Does it support Single-Player though? I know Unreal Tournament is generally a multiplayer game, even in the campaign mode, but seeing as the UDK has contributed to games like Bioshock and Gears of War I was just curious if I could create a single-player experience with it.

Llama Juice
December 19th, 2010, 04:27 PM
You can do whatever you really want to do with it if you put enough effort into it.

@PenGuin, thanks for making it realistic looking haha.

My instructors all were like BUMP THE SPECULAR MOAR and then it'd look like everything was hosed down and they'd say it's perfect haha.

nubs.

PenGuin1362
December 19th, 2010, 05:03 PM
See they tell us the exact opposite. There's different methods you can use in UDK to jack up the power of the normal map to see the normal details so you're not left to rely on super shiny specular map, and map that looks like it just rained.

Limited
December 19th, 2010, 06:54 PM
Personally I believe the lighting is awful. Needs big improvement.

You need to individually look at the types of materials you have. Look at the physical texture of them. For example every picture has the same floor tiles. Those types of tiles are generally glossy, specially with the school lighting. Okay you reflect off a ceiling light, yet reflection is only one aspect of specularity. Your controlling how light bounces off the surface.

Most of the items in your scene look dull. The red lockers I assume are made out of metal, your screenshots could easily portray them as clay. Okay with any brain power you can see they are lockers, therefore you know they are metal however that isnt what the image shouts out. You need them to have more specularity. Real metal shines.

The bathroom scene is the dull-ist to me out of the lot, when it should contain the most life. The urinal needs to be more reflective, right now it has no specularity I think. Typically they are made out of enamel, which is glossy and specially as its in a wet environment. Same goes for the granite worktop around the basins, they are glossy in real life, they need to be more too.

Its great work so far don't get me wrong, although you need to play around with the lighting and the material types alot to get it to be realistic.

PenGuin1362
December 19th, 2010, 11:34 PM
The lockers look better up close, I forgot to adjust the LOD and render distance of the texture map on them so they look like piss. I'll try and get a better shot and you'll have to tell me what you think of the up close shot. Again You need to ignore the aspect of dull. That was the exact thing I was aiming for. The level is supposed to instill that dry, boring ass feeling of being stuck in middle school when you wanted to be anywhere else in the world. I agree with the urinal, I'll have to revisit that and the toilet as well, thanks for reminding me. There is much I have added to my list to do now that the assignment pressure is off but I will keep all that in mind and play with the lighting a little. The class rooms I agree are awful, it's one point light in the middle. However tell me what it is about the hallways you dislike, personally I feel it captured a school hallway, but do you think perhaps i should lower each lights intensity a little?

Limited
December 20th, 2010, 03:00 AM
Personally I have no idea how American schools look like, apart from what they are shown like in films. When I say dull, I'm refering to the actual materials and the way the light reflections off them, making them look unrealistic. Not dull as in, boring dull.

The classroom, the blue chairs and (the kickass) funny shaped desks are only reflecting diffuse light, every object absorbs light, blue objects absorb all light apart from blue and that gets reflected back to the viewers eye.

Heres (http://common1.csnimages.com/lf/1/hash/716/2646894/1/Herman-Miller-%C2%AE-Eames-%C2%AE-DAR---Molded-Plastic-Armchair-with-Wire-Base.jpg)how I see the blue plastic chairs reflecting light, thats what I'd personally try to aim for, but its up to you.

It depends what your goal in this is, whether its to have a fairly realistic looking scene, or whether its more about making the room and objects and not worrying too much about.

I think the classroom scene the light seems a little too 'even', if the light source soley from the lights, then there would be shadows and the light would fall off. Typically theres a few types of light, ambient, spot and diffuse. The sun is technically a spotlight, however its so far away the it acts on the world is like an ambient light source.

I would have the light source defined a bit more, the lights in the room, light projecting through the doorway, sunlight from the blinds at the back. Just play around with it and see what you can come up with.

Warsaw
December 20th, 2010, 05:03 AM
Our schools do indeed look exactly as you described them, Limited.

PenGuin1362
December 20th, 2010, 02:06 PM
Thanks for ideas on lighting. There was a major issue with the clasrooms themselves where the desks for some reason weren't casting shadows, or even ambient occlusion for that matter. So that's one thing that definitely needs fixing. Ill mess around with it some more and see what I can achieve

Higuy
December 20th, 2010, 05:53 PM
The school really does need more specular on the ground tiles and lockers, dry erase board, wet floor sign, etc, and yeah lighting could be improved and could possibly change how it looks a bit. You say you want it to be dull and boring (and dry) but you should also still have some shine on things so it dosent look to unrealistic.

PenGuin1362
December 20th, 2010, 07:09 PM
Yeah I looked at my specular again and was comparing it to some other artist's work and it really does not look all that great. Don't want it to look wet, but I also feel now that it looks too dull. Thanks for making that a point

Hunter
December 20th, 2010, 09:42 PM
I model too slowly :/ Yeah, texture's don't really show much detail as they are low res so making most of it up.

http://img824.imageshack.us/img824/9492/rockethog1.jpg
http://img211.imageshack.us/img211/2480/rockethog2.jpg
http://img574.imageshack.us/img574/5459/rockethog3.jpg

Yeah, used floaters as they make life a LOT easier and can be cleaned up on the baked textures. Although I still need to attempt to bake something LMAO.

ejburke
December 20th, 2010, 10:29 PM
You can (or should be able to) bake in multiple passes. So, you can do one pass for the floaters and another for the rest of your object. Technically, this means floaters don't actually have to float. You can model them at their natural depth -- though it will be harder to work with and visualize a result.

ExAm
December 21st, 2010, 01:42 AM
This thing again

http://imgur.com/n2MEZ.jpg

Dwood
December 23rd, 2010, 02:10 AM
The arc that the bullet cases take from the gun are unnatural-looking... I can't think of anything else to crit on, exam.

kid908
December 23rd, 2010, 06:51 PM
I'm pretty sure Hunter haven't modeled this, I might be wrong.

I haven't touched max in several months now and have 2 weeks off from skool so I found something simple and easy to replicate. Reach sniper rifle. Not done but most of it is. Just need the scope, bipod, mag and small details.

http://img696.imageshack.us/img696/1672/reachsniper.jpg

Limited
December 28th, 2010, 10:26 PM
How many barrels should I allow on the screen at a time? Currently the chain-reaction code works with 17 barrels, after that they don't carry on. Turns out the code to check barrel to the left wasn't working, so chain-reaction can work on as many barrels as you can fit in the screen :) But I need a number to limit it to, maybe 10?

http://limited-development.net/images/screen2.png

Con
December 29th, 2010, 01:22 AM
I don't know how your game works. Do they barrels appear with a detonation timer and you have to run away from them? Do you place them? What's the goal? It should be tied to changeable game difficulty maybe.

Limited
December 29th, 2010, 01:45 AM
I don't know how your game works. Do they barrels appear with a detonation timer and you have to run away from them? Do you place them? What's the goal? It should be tied to changeable game difficulty maybe.
Oh yeah sorry. Its bomberman, you drop a bomb which has a set timer the bomb then explodes and if there is a barrel nearby it will explode the barrel in a chain-reaction. The barrels will appear randomly in a map, maybe like 5 or 6. When you blow up all pieces, you may be given a 'barrel drop' which basically means, you have 1 barrel in your inventory for you to drop. The final goal will be to eliminate the other players however thats down the road.

Heres a more updated screenshot, the barrel lights also pulse.
http://limited-development.net/images/screen3.png


Bump, damn code isnt working.
Anyone who knows A* will find this humours :( Any ideas people?
http://limited-development.net/images/bah.png
(if you don't understand it, dont worry A* is a pain).

ICEE
December 31st, 2010, 02:57 AM
rlKZ7gRUHsE

I made a thing I guess. Anyone know how to rip sounds from unreal?

Rentafence
January 1st, 2011, 02:41 PM
Stabbing himself doesn't look all that natural. All he does is move his wrist back. Needs more shakiness like it actually fucking hurts.

ExAm
January 1st, 2011, 04:03 PM
Have you ever had a needle stuck in your arm? You don't want to move during that shit. Only makes it a lot worse.

Con
January 1st, 2011, 06:00 PM
New stuff should be posted in the Quick-Crit 2011 thread. I'll leave this open for now for crit on what was recently posted.

ICEE
January 1st, 2011, 06:35 PM
I tried to make it look painful with the fist clench, but maybe that wasn't enough. I also experimented with making him shake with nervousness beforehand, but it didnt seem evident enough exactly what was going on, and then it sort of detracted from the seizure/spasming that happens once the eve settles in. A lot of people have also told me that the injection needed more force, but it seems to me that if I'm injecting a vial of mystery goo into my vein, I would at least do it carefully and precisely.

SnaFuBAR
January 1st, 2011, 10:14 PM
The clench comes at the wrong time (should be a moment after the needle goes in) and there's too much movement the split second before the needle goes in. you're going to want to keep the left hand as still as possible while pushing a needle in.

Corndogman
January 6th, 2011, 02:33 AM
I say keep the left hand completely still right before it goes in, and give the fingers a slight twitch when it goes in. Then clinch the fist after he pulls it out.

LlamaMaster
December 17th, 2011, 11:36 PM
http://img854.imageshack.us/img854/8941/33849044.jpg (http://imageshack.us/photo/my-images/854/33849044.jpg/)


Please crit.

Tnnaas
December 17th, 2011, 11:42 PM
I think the tip needs to be a little more defined, being a carrot and all. Aside from that and where the stem meets the root, it looks perfect.

Nero
December 17th, 2011, 11:58 PM
Wrong thread? lol

=sw=warlord
December 20th, 2011, 04:56 PM
Decided to try my hand at designing a tablet PC for a project.

http://i1141.photobucket.com/albums/n599/cobby87/Untitled-17.png
http://i1141.photobucket.com/albums/n599/cobby87/Tablet-1.png
A lot of wasted place I know, still working on that.
http://i1141.photobucket.com/albums/n599/cobby87/TabletUV.png

DarkHalo003
December 20th, 2011, 05:40 PM
Lol, getting a tablet. You're doing it wrong.

Tnnaas
December 20th, 2011, 09:10 PM
I'd buy it, but that's probably because angles turn me on. I don't like rounded corners.

BobtheGreatII
December 20th, 2011, 11:33 PM
I thought it was the cover to a crate in Halo. >.< I would suggest making the renders more realistic if anything. And moving the screen behind a thin layer of "glass". It just looks like you applied a screen texture to a face. There's no real... uh... design I guess. At least not a very comfortable easy to look at design.

TeeKup
December 21st, 2011, 06:11 AM
Oh shit that's sexy.

TVTyrant
December 21st, 2011, 07:28 AM
Isn't this the 2010 thread?

:smithparrot:

Tnnaas
December 21st, 2011, 07:48 AM
Oh shit.
Why haven't we locked it yet?

=sw=warlord
December 21st, 2011, 09:48 AM
Isn't this the 2010 thread?

:smithparrot:
party like it's 1999 2010:iamafag:


I thought it was the cover to a crate in Halo. >.< I would suggest making the renders more realistic if anything. And moving the screen behind a thin layer of "glass". It just looks like you applied a screen texture to a face. There's no real... uh... design I guess. At least not a very comfortable easy to look at design.
Yeah, I've actually started doing exactly that, I've begun to inset the display slightly so they there is a thin bezel and then move the display inwards so it now has a layer of glass/perspex to add some depth.
I'm not entirely sure how to go about making the renders more realistic but I've taken notes on having the model showing it topology off better than a mere clay render.

E:
You may not see it in the second image but the screen is inset by a few milimetres and then down by a few with a glass cover over it.
working on the high poly getting all the details I need in before I go and bake a normal map for this.
http://i1141.photobucket.com/albums/n599/cobby87/readings.png
http://i1141.photobucket.com/albums/n599/cobby87/readings2.png

DarkHalo003
December 21st, 2011, 12:07 PM
Now it's looking good. I like what you've done so far!

Nero
December 21st, 2011, 03:04 PM
You seem to have put the main viewing screen so close to the edges of the main frame, yet you have so much spaced wasted as soon as it inclines (The frame work). If the screen doesn't need that extra trimming on the main device, what does? I mean if its the hardware, it would only make the tablet more fat (You can see this on the HP tablet, ect).
So atm, you have a lot of wasted space, which doesn't make any sense.
(If you don't get what I mean, I am referring to the inclined parts of the tablet.)

Also, use Mental ray to render or Vray, will really help bring out the tablet. :)

=sw=warlord
December 21st, 2011, 03:21 PM
You seem to have put the main viewing screen so close to the edges of the main frame, yet you have so much spaced wasted as soon as it inclines (The frame work). If the screen doesn't need that extra trimming on the main device, what does? I mean if its the hardware, it would only make the tablet more fat (You can see this on the HP tablet, ect).
So atm, you have a lot of wasted space, which doesn't make any sense.
(If you don't get what I mean, I am referring to the inclined parts of the tablet.)


Also, use Mental ray to render or Vray, will really help bring out the tablet. :)
I see what you mean.
The idea behind this was to make a tablet which didn't follow the same rules nearly every single one currently does.
By that I mean nearly every single tablet looks in some way or another akin to the Ipad, This is all good and fine but I wanted to look into something a little more diverse.
The other aspect I took into mind is the hardware of your average tablet is rather...weak, with the buffed chassis you could have more powerful tech and possibly have touch pads on it
in the space next to "Legacy" once powered on it would have some functions show through the casing, I'm sure you've seen some of the monitors which seem to have no power on only to find that they're touch sensitive right? The idea follows on that line.

Here's a small check list I followed when designing this:

Does it have a 16/9 ratio screen for viewing widescreen media?

Does it look functional and yet distance itself from other devices on market?

Does it have the ability to be upgraded at a later date via possible panels in the back? [yes but they've not been shown]

How would the user handle the device? [many tablets have such a small bevel that a guy like my self wouldn't be able to handle it without having atleast one finger on the screen, big hands and all]

Would the device be large and come with it's own carry case for ferrying to and from places or would it be small, nimble but prone to damage from pocket carrying?
I chose to have this larger than your average tablet and be about the length on it's widest side of an xbox 360.

Many of the little details were put in on the fly as I was designing it on the fly.
I am taking notes on things to take how ever but in general proportions I am rather happy with, obviously there are smaller details to be changed or enhanced and those will continue with the help of suggestions and what not.

I've been showcasing this off to several places and had a few people take interest in it, one even mentioning interest in purchasing the device if it ever got produced.


Would it be possible for a staff to move the posts about this tablet into this years thread rather than having two serve the same function?