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BobtheGreatII
February 18th, 2009, 11:05 PM
they're both mediocre.

:eng101:

Bastinka
February 18th, 2009, 11:31 PM
http://img22.imageshack.us/img22/5012/368256815sl4.jpg
Phone takes shitty pictures, my like first good shading so far. Gonna fix light source later, too lazy.

ExAm
February 19th, 2009, 12:44 AM
It's alright, but to my knowledge legs don't bend like macaroni. Except in pendleton ward cartoons.

SnaFuBAR
February 19th, 2009, 02:47 AM
looks less like a leg bending and more like an elephantiasis cock. adding creases in the pants and such (and not noodling the leg) would help achieve the right look.

Reaper Man
February 19th, 2009, 08:26 AM
Some of the shading doesn't make sense. Also, contrast. Needs blacks and whites, not just greys.

Also, next time you take a shot of your work, at the very least have your piece flat on a table or something and don't use a flash.

Bastinka
February 19th, 2009, 05:56 PM
Didn't use flash :P

Was the light on me desk.

RobertGraham
February 20th, 2009, 06:33 PM
Sorry for the bad photoshop skills. Its not easy without a Tablet

http://fc47.deviantart.com/fs38/i/2008/314/b/5/Halo___Shoop_Da_Woop_Escape_by_iTails.png

Disaster
February 20th, 2009, 06:34 PM
I lol'd

JunkfoodMan
February 20th, 2009, 06:35 PM
i didnt lol.
overused meme and general unfunny.

Malloy
February 20th, 2009, 06:37 PM
I Lol'd at the 'unfunny'ness.

RobertGraham
February 20th, 2009, 07:22 PM
Is it really that eye soring?

JunkfoodMan
February 20th, 2009, 07:37 PM
read the comments and notice that it's not so much the art that needs working on (but yes, please work on the art).

RobertGraham
February 20th, 2009, 07:42 PM
lol, got it, I just need a tablet now :(

JunkfoodMan
February 20th, 2009, 07:45 PM
Some half-decent ones aren't that expensive. If it's only webcomic-related stuff you're doing, you might want to get something like the Wacom bamboo/graphire, but if you're looking to do more with the tablet (painting, etc.) then the intuos3 is your safest bet.
keep in mind the intuos3 is one of wacom's most expensive tablets though, but it's well worth it.
Edit: most of all, like most things related to shopping for computer-related equipment, do your homework.

mech
February 20th, 2009, 09:03 PM
http://img15.imageshack.us/img15/7519/ullerstrong.jpg

Still have some minor cleanup to do.

Invader Veex
February 21st, 2009, 01:04 AM
If you get a tablet, that doesn't mean you photoshop skills will be magically awesome. It's takes a little bit getting used to, imo. Once you get the hang of it, it's a lot more fun.

also, I've made alot better looking characters in ms paint.

Chainsy
February 21st, 2009, 02:52 PM
http://i305.photobucket.com/albums/nn229/1chains1/bruteupdate-1.png
Need to add hair to stomach, set up specular and normals, add nails to the feet, figure out the weird pelt unwrap for the eye so this wont look like a statue and adding a brownish tinge plus some inconsistencies so it looks more like organic skin. Also I am aware the wireframe is showing, the opacity on the base layer is turned down to show off the model nugget made. Other then said above comments, do yall have anything else you think I should do?

SnaFuBAR
February 21st, 2009, 02:58 PM
Uhhh, render closer up. Make your vertical dimensions of your render the largest. Your work is always presented so small it's becoming not even worth it to reply to your posts.

Chainsy
February 21st, 2009, 03:03 PM
Its on a 1800 by 1200, and I wanted the whole brute to fit in the picture.
That better?
Edit- will get a closer render.

teh lag
February 21st, 2009, 04:19 PM
Its on a 1800 by 1200, and I wanted the whole brute to fit in the picture.
That better?
Edit- will get a closer render.

Funny, to me it looks like 1024x683. At least trim it down on the sides (you know you can do that in the render setup screen, right?), there's nothing there and it just streches the screen. Your presentation isn't impressing people and is frankly quite irritating on a consistent basis.

As for the skin, first off why would you want to "show off" the model if you want to get crit on the skin? That just interferes with our ability to see what's going on. If you want to show off the model, how about putting that in a seperate render?

You have zero depth or texture going on there - it all looks flat with overly-smooth shading that doesn't really define anything. Open up the h2 brute skin and see how Bungie did it; you just seem to be groping around in the dark hoping that something will end up looking right. The colors are far too gaudy to pass for cloth or fur, and there's almost no definition or variation where it matters.

Roostervier
February 21st, 2009, 04:19 PM
Your material definition is terrible. The fur does not look like fur, the armour looks like a bunch large blurry lines, and how you're making the armour isn't brutish at all. It looks like you're having him wear short shorts that are pulled up past his belly button, too. Look off Bungie's if you have to. Along with all that, its skin doesn't look all the convincing either, because it has too much contrast from the lighting. The muscles have been poorly made, too (from what I can see, which admittedly isn't much since it's so small).

DEElekgolo
February 22nd, 2009, 01:55 AM
A lot of things that you put in the texture would have looked a lot better if it was part of the model.

Chainsy
February 22nd, 2009, 02:30 AM
That is up to nugget.

SnaFuBAR
February 22nd, 2009, 03:13 AM
What happened to the larger render?

t3h m00kz
February 22nd, 2009, 05:18 AM
okay so

http://farm3.static.flickr.com/2330/2220126238_124c3b6d71.jpg

Remember this beast? Back from the old Halo days, when MC looked like fucking Robocop?

http://images.wikia.com/halo/images/1/17/Machette_vs_EnergySword_.jpg

Yeah that's the one. well

I'd post an animations video if I knew how to render them lol... Anyway what can I do to optimize this fucker before I actually start work on a REAL texture?

First serious model in Max aside from Deck, be easy *ducks*

E: Anis. First attempt at two-armed animations so far.

GKmAXjoQ-hg

Wow youtube's like "hurr get cut off like a full second early." What an asshole.

ExAm
February 22nd, 2009, 06:11 AM
There be a rendering guide right here in this forum, sir.

t3h m00kz
February 22nd, 2009, 06:16 AM
There be a rendering guide right here in this forum, sir.

...

Oh. Sweet. :haw:

brb wit anis

ODX
February 22nd, 2009, 10:20 AM
The idle, is good, but the fingers on the left hand need to have a more noticeable bend in the middle and tips of the fingers. Right now it looks like you just used the bottom of the fingers. Try looking at L4D's zombie hand idle, the fingers curve a lot, but still in the human capabilities. I think the finger movements would fit great in this.

The first melee, really isn't a way I'd swing a knife. And even if it was, it wouldn't exactly stop right at the edge of the screen. I'd either go with a melee that comes from the left and swings across to the right, sort of like some backhand tennis swing, or change the position of the hand so that it's facing down during what you have now. Whichever one you want though, I think my second option would look cooler though. I'm going to skip the second melee because I really haven't used a knife so I have no idea if that's logical or not.

Something I always love doing though is something I abbreviate to r2o, or Return 2 Origin. Right now, yours look a bit strange, or too stiff like during the ready. Add some interesting movements, instead of just placing the origin's frame after you're done with the main part of the animation, because then the rotations get really effed up. You'll soon start doing it, I used to just place the origin's frame, then when it was halfway there, raise it up a bit. Here, try rotating it a bit in the opposite direction it's going as well as moving it up a bit, or down if you want to try something with that.

Dear lord, I've typed way too much. I only have limited use of an ICEE Crit, and I'm way over. Now I've got to pay him a bunch of money :(
Also, was that quick crit? Sorry if I went overboard, first time actually posting my opinions in here. Don't kill me.

Chainsy
February 22nd, 2009, 11:09 AM
What happened to the larger render?
There was so much wrong with the skin I decided that nothing short of a total reskin would be of any use.

Con
February 22nd, 2009, 12:37 PM
the shape of the blade is wrong, and it looks too short.

Huero
February 22nd, 2009, 02:32 PM
http://img4.imageshack.us/img4/4417/casphidef.png (http://imageshack.us)
merp
made this for a steam group, CatSpackle

Bastinka
February 22nd, 2009, 02:36 PM
Cat head isn't rounded and it looks messed up.

Huero
February 22nd, 2009, 03:15 PM
It's shrunken down to such a size where you can't see that
but I'll fix that anyway it bothers me
e: oh and define 'messed up' please

t3h m00kz
February 22nd, 2009, 03:45 PM
the shape of the blade is wrong, and it looks too short.

Yeh, I kind of based it on this, which seems to be a bit different than the official Halo design

The one on the right

http://farm3.static.flickr.com/2182/2213997907_093255920e.jpg?v=0

A longer blade and some simple changes to it wouldn't be too hard though. I already see a mistake I made


:words:

lol no worries I wanted to know what was good and what wasn't, and that's what I got.

However, I did practice swinging a knife to find out which seemed the easiest, and left to right actually seemed to require more effort than right to left. Still I'll experiment around and see what I can come up with

TVTyrant
February 23rd, 2009, 03:09 AM
Woah, those look wicked dude! Did you model and texture those yourself?

t3h m00kz
February 23rd, 2009, 04:55 AM
That's a photograph.

Look back a page.

Heathen
February 23rd, 2009, 08:50 PM
Rofl tyrant...

Disaster
February 23rd, 2009, 10:16 PM
:lmao:

DaneO'Roo
February 24th, 2009, 04:11 AM
So my news year resolution was to try become pro mudler this year, taking my first steps, thanks to a project at work I'ts sort of forcing me to learn.

Only 2 days work so far on what you see, lots of stuff missing, clipping errors, some tris i have to clean up and such, skin texture only really basic but heres this bitch so far:

http://img10.imageshack.us/img10/2120/31591550.jpg
http://img172.imageshack.us/img172/4356/43458970.jpg
http://img172.imageshack.us/img172/1575/33757004.jpg
http://img511.imageshack.us/img511/5214/33628703.jpg
http://img17.imageshack.us/img17/9278/60016727.jpg
http://img511.imageshack.us/img511/9383/44300375.jpg

Eyes are just black spheres right now fyi


It's going to be high poly CG style first also, then I'll make the low res meshes afterwards.

SnaFuBAR
February 24th, 2009, 04:24 AM
I see that tut i gave you is paying off!

DaneO'Roo
February 24th, 2009, 04:39 AM
yesir it was awesome


also thought I'd show my mudbox of the head, really quick and dirty, needs more wrinkles and folds and such, but still:

http://img18.imageshack.us/img18/1671/39349598.jpg

RobertGraham
February 24th, 2009, 07:51 AM
that looks so awesome

Rob Oplawar
February 24th, 2009, 10:26 AM
The lips look a little unnatural, as do the hips. It looks like she's got a really long upper lip, and there's something I just can't put my finger on about the hips area (and I'm not talking about the lack of anatomical correctness). But I assume her shame will be covered, so it may not matter.

JunkfoodMan
February 24th, 2009, 10:47 AM
That render of the face looks like a younger Dhalsim from street fighter...
Overall it's nice, but the woman looks very aged. How old is she meant to be?
E: also, what tutorial?

Chainsy
February 24th, 2009, 11:09 AM
What the hell is wrong with her eyelids?!?!? :gonk:

mech
February 24th, 2009, 11:31 AM
You have to define your muscle groups and appendages better.

The hands have to be the worse part of the mesh, they're too inaccurate. The arms appear to be one uniform size all the way through. The face needs more work, find some anatomical references to aid you in defining stronger facial structures. The eye brows also resemble a scar more than actual hair.

Keep working at, these are only minor issues.

DaneO'Roo
February 24th, 2009, 02:37 PM
good crit mech, will do that shit, thanks. I modeled the hands after my hands ( they look ok to me?) so maybe that's why they're fucked up.

Also, one of the contributing factors to the overall suckiness is due to the fact that I didn't use any references, so I kind of shot myself in the foot with that one.

mech
February 24th, 2009, 03:26 PM
http://janjinda.com/wp-content/uploads/2008/03/hand_01.jpg

http://www.seraphimmovie.com/Flames%2002_files/hand_reference-1.jpg

http://www.michaelgilvonio.com/blog/images/lowpoly_hand_renders.jpg

http://s235.photobucket.com/albums/ee179/vikramvr/?action=view&current=hand-1.jpg

Chainsy
February 24th, 2009, 03:30 PM
Dayum.

TVTyrant
February 24th, 2009, 05:11 PM
The bones on the palm look a little messed up. Most people don't have that much definition through their skin. Or at least I don't, but I'm fuckin big.

And I was just kidding about the modeling ant texturing thing. Come on now.

paladin
February 24th, 2009, 05:15 PM
http://4.bp.blogspot.com/_hcd4Wjdzq5A/SXLun7fMKYI/AAAAAAAAAIk/CcTzPGAEMbU/s1600-h/halo+concept+copy.jpghttp://4.bp.blogspot.com/_hcd4Wjdzq5A/SXLun7fMKYI/AAAAAAAAAIk/CcTzPGAEMbU/s1600-h/halo+concept+copy.jpg
http://img24.imageshack.us/img24/5654/haloconceptcopy.jpg (http://imageshack.us)
tablet, looking a pic on bungie.net

Chainsy
February 24th, 2009, 05:26 PM
...what is it?

paladin
February 24th, 2009, 05:29 PM
The campaign level Halo. Im looking for the original pic.

Chainsy
February 24th, 2009, 05:33 PM
Its really blurry, try sharpening it.

SnaFuBAR
February 24th, 2009, 05:44 PM
He doesn't need to sharpen it. It's obvious that the view is looking through a cave at a silhouetted figure. He did well with it.

ICEE
February 24th, 2009, 06:34 PM
He doesn't need to sharpen it. It's obvious that the view is looking through a cave at a silhouetted figure. He did well with it.

This, however I would say that theres to much of the cave visible. the view should be closer up, so we're looking less at the blurry cave and more at the figure.

paladin
February 24th, 2009, 07:25 PM
Its showing the depth of the cave and brings its scale into perspective tbh.

Chainsy
February 24th, 2009, 07:47 PM
Ok other then it being blurry, I can not tell what anything is, rocks have incomplete shine, there is no real depth, if its so large there has to be some atmosphere in between where the perspective is all the way to the far side of the wall outside the cave, rocks look unconvincing as in blurry, but overall its a nice picture.

Also snaf grow the hell up, for a guy who is so well educated and also an adult I would expect you to not hold grudges and try to put down 15 year olds. :\

RobertGraham
February 24th, 2009, 07:52 PM
I think it looks good, but a bit too blurry.

Chainsy
February 24th, 2009, 07:53 PM
Suggest you change the last part, even if I was, so many people dislike me you will get flamed for it, the community is a bitch that way.

Roostervier
February 24th, 2009, 09:05 PM
Grow the hell up, no one is "against" you.

Chainsy
February 24th, 2009, 09:09 PM
Never said against, just do not like and will insult at any point possible. :)
But you know all about that don't you rooster, what with your personal -reps with some insulting messages at me.

Edit- need to get back on topic.

teh lag
February 24th, 2009, 09:10 PM
Cool it, guys. Chains, don't whine about rep on the forums; take it to PMs if you must do it.

SnaFuBAR
February 24th, 2009, 10:14 PM
I don't know what the hell he's even talking about, i can't respond to a response to a non existent insult.

t3h m00kz
February 25th, 2009, 06:07 AM
E: fuck wrong thread my bad guyz

DaneO'Roo
February 26th, 2009, 04:02 AM
Its really blurry, try sharpening it.
AHAHAHAHAHAHAHAHAHAH

SnaFuBAR
February 26th, 2009, 04:48 AM
Its really blurry, try sharpening it.
PS, sharpen filter adds CMYK artifacts.

Chainsy
February 26th, 2009, 09:52 AM
Never said sharpening filters, get off my fucking back, seems perfectly alright for you to say to make my images less blurry, then this guy posts this paint over where you can't even tell the scale of it because he did not even add any atmosphere between where the perspective is to the other side of the huge cave wall, why not instead of taking the time to laugh at me and crit my fucking crit, why not actually help the damn guy who posted the work?
Seriously what the fuck, if my crit is sooo wrong, tell him how to properly do it, instead of screwing him over with my shit crit. You guys are so smart and mature, hell I know I am a whiney bitch, but at least I am not two adults making fun of a 15 year old kid trying to contribute to a community, cheers, hope you burn in hell.

TeeKup
February 26th, 2009, 10:05 AM
You learn to crit properly when you learn to create properly.

Way to get offended by someone on the internet kid.

Hunter
February 26th, 2009, 10:43 AM
Never said sharpening filters, get off my fucking back, seems perfectly alright for you to say to make my images less blurry, then this guy posts this paint over where you can't even tell the scale of it because he did not even add any atmosphere between where the perspective is to the other side of the huge cave wall, why not instead of taking the time to laugh at me and crit my fucking crit, why not actually help the damn guy who posted the work?
Seriously what the fuck, if my crit is sooo wrong, tell him how to properly do it, instead of screwing him over with my shit crit. You guys are so smart and mature, hell I know I am a whiney bitch, but at least I am not two adults making fun of a 15 year old kid trying to contribute to a community, cheers, hope you burn in hell.

There is a difference. That guy does it for a living. You do it as a hobby...

Bastinka
February 26th, 2009, 12:35 PM
I say his perspective and atmosphere are perfect, I quite like it. It is blurry for a reason you know. Kind of a style with a different feel to it.

ExAm
February 26th, 2009, 02:41 PM
I'm gonna go with devil's advocate here and say that it's a little over the top on the blurry bits. I couldn't even tell what it was the first time i saw it.

SnaFuBAR
February 26th, 2009, 02:53 PM
Never said sharpening filters, get off my fucking back, seems perfectly alright for you to say to make my images less blurry, then this guy posts this paint over where you can't even tell the scale of it because he did not even add any atmosphere between where the perspective is to the other side of the huge cave wall, why not instead of taking the time to laugh at me and crit my fucking crit, why not actually help the damn guy who posted the work?
Seriously what the fuck, if my crit is sooo wrong, tell him how to properly do it, instead of screwing him over with my shit crit. You guys are so smart and mature, hell I know I am a whiney bitch, but at least I am not two adults making fun of a 15 year old kid trying to contribute to a community, cheers, hope you burn in hell.

Then what would you do to sharpen up a finished image? You didn't say to paint sharper, you said to sharpen it, which implies use of the sharpen filter. You meant use the sharpen filter. The difference is that it looks like you paint the entire thing with the same soft edged brush. Your entire image is blurry all the time. Stop crying. Everything you do looks like it came from fluffy pillow and marshmallow land. Use a hard brush sometimes. I don't know if you think you're simulating bloom or whatever, but it ain't working.

Exam, if the blurry bits of the cave were in sharper detail, that would cause your eyes to search the page a lot more. What he did is fine. This gives a sense of scale, environment, and directs your eye to the subject matter. He did it all right.

teh lag
February 26th, 2009, 03:28 PM
OH MY GOD.

How many times do I have to tell you people to stop bitching at each other? Chains, lashing out like that was pretty uncalled for, and Snaf, while what you're saying is true, just ignore him. I'm tired of having to sort through all the drama that's been taking place in here.

Heathen
February 26th, 2009, 10:53 PM
Never said against, just do not like and will insult at any point possible. :)
But you know all about that don't you rooster, what with your personal -reps with some insulting messages at me.

Edit- need to get back on topic.
Just ftr, if I ever did it, I didnt do it because of who it was, but how much I disagree'd with the post.

And to the point, I dont like the womans face in that character. Her something is too far down.

cheezdue
March 1st, 2009, 01:13 PM
http://i279.photobucket.com/albums/kk122/cheezdue/3ds%20max%20models/desert.png

This is my first time Ive made a terrain scene. Notice, the clouds are strechted and I used mr. area omni for my lighting. So are there any improvements this scene needs?

Bastinka
March 1st, 2009, 02:13 PM
Terrain texture looks really weird, imo.

Chainsy
March 1st, 2009, 02:21 PM
Ground texture is too large, stretched in some places and not very detailed, I do not see any shadows, should add a good normal map, if those are mountains the texture again really brings them down in scale.

DaneO'Roo
March 1st, 2009, 02:33 PM
You don't use normal maps in a fucking CG scene unless you really need them.

And how can you not see the shadows?

Also, Scale is relative.

These mountains would be fine for a distant mesh ingame, but in terms of scene quality, it's poor.

DaneO'Roo
March 1st, 2009, 02:36 PM
Never said sharpening filters, get off my fucking back, seems perfectly alright for you to say to make my images less blurry, then this guy posts this paint over where you can't even tell the scale of it because he did not even add any atmosphere between where the perspective is to the other side of the huge cave wall, why not instead of taking the time to laugh at me and crit my fucking crit, why not actually help the damn guy who posted the work?
Seriously what the fuck, if my crit is sooo wrong, tell him how to properly do it, instead of screwing him over with my shit crit. You guys are so smart and mature, hell I know I am a whiney bitch, but at least I am not two adults making fun of a 15 year old kid trying to contribute to a community, cheers, hope you burn in hell.

The reason everyone mauled you is because you saw another guys painting who was superior to yours, and you attempted to raise yourself off the ground and critique him like as if you suddenly knew what the fuck you were talking about.

Maybe if you took your own "advice" your own work could crawl out of the gutter.

Chainsy
March 1st, 2009, 02:56 PM
Dude, what the hell, drop it, no one is even on that subject anymore, I am trying to turn a new leaf if you even pay attention to my thread, I guess you don't since its below your amazing standards. But please, leave me alone, I know you love the chance to spear me in the ass for everything I say just to demean me more, but its the fucking internet, go do something productive with the time to take to insult me and I bet you could have another one of your amazing texture jobs that give you such a high status in the community done. :)

Hunter
March 1st, 2009, 03:13 PM
Maybe he brought the topic backup because he has not been online for a while. Imo you should listen to Dane seems as he is extremly good in this area.

Gwunty
March 1st, 2009, 03:15 PM
nice to see you actually read the posts hunter.

Hunter
March 1st, 2009, 03:18 PM
nice to see you actually read the posts hunter.

I didnt read them all, I just read Danes quote :p

Gwunty
March 1st, 2009, 03:20 PM
:killed with fire due to offtopic:

ExAm
March 1st, 2009, 04:39 PM
http://i279.photobucket.com/albums/kk122/cheezdue/3ds%20max%20models/desert.png

This is my first time Ive made a terrain scene. Notice, the clouds are strechted and I used mr. area omni for my lighting. So are there any improvements this scene needs?Looks like everything's covered in cheese.

Jean-Luc
March 1st, 2009, 04:54 PM
You can crit if you want, but this is just goofing off :p

http://img24.imageshack.us/img24/7417/imagemanip.jpg

For an explanation, the image is actually my WIP final for Image Manipulation. The objective is to create an image depicting either the interior of the truck, or something sticking out of the truck in a crazy fashion, all while staying on the paint job. This is much like those 3D sidewalk drawings you see, in that it would only be visible that way from that exact angle.

Hunter
March 1st, 2009, 06:13 PM
Is it me or does the back danle need custimizing to look more comfy?

http://i58.photobucket.com/albums/g268/martynball/Halo3MissilePod.jpg

Piss easy model that is as well Lol

TeeKup
March 1st, 2009, 08:57 PM
Your handle is far too thick.

RobertGraham
March 2nd, 2009, 04:33 PM
Also, charfmer the edges on that handle, looks kinda blocky

Malloy
March 2nd, 2009, 07:21 PM
^ lol wut

TeeKup
March 2nd, 2009, 07:42 PM
Also, charfmer the edges on that handle, looks kinda blocky

If you do this we'll kill you.

Hunter
March 2nd, 2009, 08:01 PM
:toughguy:

rossmum
March 3rd, 2009, 07:22 AM
The lips look a little unnatural, as do the hips. It looks like she's got a really long upper lip, and there's something I just can't put my finger on about the hips area (and I'm not talking about the lack of anatomical correctness). But I assume her shame will be covered, so it may not matter.
six pages late, but ross to the rescue

The reason her hips look off is because a) her waist is tiny and b) her hips don't seem to smooth around into a curve across her back, or are otherwise misshapen. I generally suck at explaining these things, but if you look at the shape of a pelvis, it's a cradle (hence the name pelvic girdle). Basically, the two ends of the cradle at the upper front form the widest part, but then they curve around. It's kind of hard to tell at the angle given but as far as I can tell either it doesn't fall off into the curve soon enough, or extends too high (actually it looks like a bit of both). I don't know, that's just my guess - but yeah, something's definitely up.

As for the face, it's too sharp. She must be in her dying years if her eyes are sunken so much as to form a sharp edge on the cheekbones, either that or she has a really dodgy plastic surgeon - same story for the area around the lips. The raw geo looks more like a normal human face than the normals at the moment, smooth those transitions out.

Pooky
March 3rd, 2009, 10:30 AM
The campaign level Halo. Im looking for the original pic.
At first I was going to be like "that does not resemble a30 whatsoever"

then I realized Bungie are lazy shits using the same name for 2 completely different maps. :|

paladin
March 3rd, 2009, 10:43 PM
Lol, wasnt that a few pages back? But yeah

Bastinka
March 3rd, 2009, 11:13 PM
I like it hunter but it's missing something... can't quite say though.

RobertGraham
March 4th, 2009, 05:27 PM
How does this look? This is my First render and working with Lighting
http://i228.photobucket.com/albums/ee107/dotkito/sweetrender.png
Link to the tut I followed: Click Me (http://www.tutorialized.com/view/tutorial/Glass-Canon/39476)

I really don't know why it didn't come out transparent. I might have skipped something, I'm gonna go back and check.

ExAm
March 4th, 2009, 05:32 PM
Well, it's shiny.

RobertGraham
March 4th, 2009, 07:53 PM
Yes! I got it this time. I figured out what I did, but I can't do the box because I don't know how to fix it..
BTW, Never use red as a lighting...
Anyways, here are the pics.
Before Lighting
http://i228.photobucket.com/albums/ee107/dotkito/Transparent-YAY.png
After Lighting
http://i228.photobucket.com/albums/ee107/dotkito/Transparent-YAYII.png

Now, I don't understand why I can't select more then one object and give it different materials. Like if I set those balls to transparent, and then I want to change the box. I change the box and then it changes the balls. Can someone explain to me how to materialize more then one object?

ExAm
March 4th, 2009, 09:54 PM
Now, I don't understand why I can't select more then one object and give it different materials. Like if I set those balls to transparent, and then I want to change the box. I change the box and then it changes the balls. Can someone explain to me how to materialize more then one object?
Maybe you've got the balls and the table as one object?

RobertGraham
March 4th, 2009, 10:09 PM
No, they are 2, I think, I followed exactly what was in the tutorial too.

SnaFuBAR
March 4th, 2009, 10:36 PM
set up more materials in your material menu or make a multi sub-object material and apply them where you want.

RobertGraham
March 4th, 2009, 10:47 PM
set up more materials in your material menu or make a multi sub-object material and apply them where you want.How exactly would I do that? I am very new to Max, so I don't know all the features. I also can't find where you can set new materials.

SnaFuBAR
March 4th, 2009, 11:23 PM
hit the M key, it'll bring up your material list.

RobertGraham
March 5th, 2009, 07:19 AM
When I change this:
http://i228.photobucket.com/albums/ee107/dotkito/whenichangethis.png
This happens:
http://i228.photobucket.com/albums/ee107/dotkito/thishappens.png
My box IS selected when I set the material.

Bastinka
March 5th, 2009, 05:30 PM
What?..

Rob Oplawar
March 5th, 2009, 06:00 PM
When you apply a material from the editor to an object, that object becomes linked to that material slot. When you change the material, you change all objects that use that material. (It's actually more complicated than that because different materials can exist in the scene that don't exist in the material editor and vice versa, but yeah...). If you want to change the material on the box but not the spheres you have to create a new material and click the "apply material to selected" button, so the box has its own material separate from the spheres.

I think that's the problem you're having; if I've totally missed what you're getting at, my bad.

RobertGraham
March 5th, 2009, 06:24 PM
OMG, Thanks so much! This looks so sexy now!
http://i228.photobucket.com/albums/ee107/dotkito/OMGYES.png

Disaster
March 5th, 2009, 06:27 PM
There are no shadows being cast D:

RobertGraham
March 5th, 2009, 06:28 PM
They are clear, they aren't supposed to have shadows... and the light is coming from above

or it might just be the angle

Anton
March 5th, 2009, 07:41 PM
The shadows are canceled out by the diffuse light they give off.

Look carefully around the right sphere. There is a soft yellow-ish glow around it. (toward the bottom).

RobertGraham
March 5th, 2009, 07:55 PM
The shadows are canceled out by the diffuse light they give off.

Look carefully around the right sphere. There is a soft yellow-ish glow around it. (toward the bottom).
hmm.. im not seeing it. Is there a way to throw a shadow down? Or do I just need to adjust the light?

Anton
March 5th, 2009, 08:02 PM
My screen's brightness is 100% so that might be way I'm seeing the little differences in your render, such as the glow/diffused light.

I'm not sure on how to change render setting, your best bet is to just try things and look online for tutorials.

Rob Oplawar
March 5th, 2009, 08:15 PM
iirc, if you play with the material's transparency/translucency, it will affect how strong a shadow it casts. It seems like right now it's actually working as a bit of a lens, refracting a bit of extra light down onto the surface below it.

ExAm
March 5th, 2009, 08:24 PM
They are clear, they aren't supposed to have shadows... and the light is coming from above

or it might just be the angleAll glass objects have a shadow, due to the fact that they scatter some of the light going through them .

Disaster
March 5th, 2009, 08:25 PM
All glass objects have a shadow, due to the fact that they scatter some of the light going through them .
^ Its not incredibly dark like a solid object though

Just set your lights to render shadows :|

RobertGraham
March 5th, 2009, 08:34 PM
Hmm. for some reason, I have tried different angles and that didn't work. Also, how would I set up the render to show shadows?

Corndogman
March 5th, 2009, 08:43 PM
In the "General Parameters" of your light, there is a "Shadows" section, check the "On" box.

RobertGraham
March 5th, 2009, 09:01 PM
Its on, I don't know why its not rendering. Its probably this shitty integrated intel chipset

http://i228.photobucket.com/albums/ee107/dotkito/itsondunnowhyitsnotrendering.png

E: I'll just make a Tech thread for this

DOMINATOR
March 6th, 2009, 07:20 AM
use 3 point lighting and if your rendering transparent/translucent objects you should use ray trace.

Hunter
March 6th, 2009, 08:39 AM
Maxwell render is ownage, but hard to use.

kid908
March 6th, 2009, 09:17 AM
http://i113.photobucket.com/albums/n211/kid908/unwrap2.jpg
i uv mapped my spiker. what u think? if u want wireframe on it, i can get it.

Hunter
March 6th, 2009, 12:46 PM
Where's the texture?

Or you just added the colors so we can see the unwrap?

teh lag
March 6th, 2009, 02:59 PM
Uh... what exactly are we supposed to be commenting on? Quite a few shapes look like they could be scaled up from what you have now, but that's really all I can tell from that picture. Without a view of the model we have no idea what's what, except the most definitive shapes like the blades. Tbh I really don't understand why people would post unwraps in the quit-crit thread unless it's an "unusual" one like for a biped. This isn't a thread for just posting progress.

BobtheGreatII
March 6th, 2009, 03:24 PM
I really do wish unwrapping stuff was easy. :smith:

I would feel more tempted to actually give it a shot if it didn't take so long to do.

mech
March 6th, 2009, 03:39 PM
It is easy, it just sucks to do.

Disaster
March 6th, 2009, 04:10 PM
It is easy, it just sucks to do.
Yeah. Unwrapping is incredibly easy, it is just the most boring thing to do on a 3d model. :saddowns:

paladin
March 6th, 2009, 06:53 PM
If its easy, please tell me how to do it so I can learn.

Disaster
March 6th, 2009, 06:57 PM
If its easy, please tell me how to do it so I can learn.
You just have to know the tools. Your basically just mapping down the faces then stiching them together. The only "hard" part i would say about unwrapping is packing. Trying to make the most efficient layout possible from the clusters you stitched together.

paladin
March 6th, 2009, 06:58 PM
Like I said, teach me.

Disaster
March 6th, 2009, 07:04 PM
It's kindof hard to explain without pictures so i'll link you to a few good tutorials.

http://www.escalight.com/tutorials/3dsmax-tutorials/understanding-unwrap-uvw.html
http://waylon-art.com/uvw_tutorial/uvwtut_01.html
http://www.moddb.com/tutorials/unwrapping-in-3ds-max-for-beginners
http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=38

cheezdue
March 7th, 2009, 12:52 PM
Ok, I worked on my desert scene and changed the ground texture. Any thoughts?
http://i279.photobucket.com/albums/kk122/cheezdue/3ds%20max%20models/desertscene2.png

ODX
March 7th, 2009, 12:56 PM
Desert? Looks more like some rocky mountains to me, it wouldn't be that dark in the desert yet if the sun was just setting. Certainly better than anything I can do though.

paladin
March 7th, 2009, 02:26 PM
too bumpy. make the ground smoother on the flat parts

Chainsy
March 7th, 2009, 02:53 PM
^ The large ground texture makes it look like your close to the ground.

ICEE
March 7th, 2009, 03:11 PM
too bumpy. make the ground smoother on the flat parts


This. Any bumps should be softer, more subtle, but definitely not perfectly smooth.

Anton
March 7th, 2009, 05:41 PM
Is this (http://www.3dtotal.com/team/Tutorials_2/terrain/terrain_01.asp) the tutorial you're following?

If so, try figuring out how this tutorial works, then you can get more control over your geometry.

Advancebo
March 7th, 2009, 08:46 PM
Needs some low shrubs or patches of grass/weeds. You never see an area without some kind of plant.

Chainsy
March 7th, 2009, 08:49 PM
Arctic.

MetKiller Joe
March 7th, 2009, 09:09 PM
Been working on this. Its still very much a WIP. Most of detailing still needs to be done along with final diffuse colors, but that's why I'm posting.

http://img19.imageshack.us/img19/188/metalwall06.jpg

SnaFuBAR
March 7th, 2009, 09:15 PM
The orange strip isn't too convincing. Next to the blue, it just screams "rice burner".

Overall though, pretty interesting. But the line details in the middle area are pretty washed out.

MetKiller Joe
March 7th, 2009, 09:43 PM
The orange strip isn't too convincing. Next to the blue, it just screams "rice burner".


I don't know what you mean by that/see it.

JunkfoodMan
March 8th, 2009, 12:26 AM
I don't know what you mean by that/see it.

It doesn't look like a light? i dunno, thats what I got from it.

Advancebo
March 8th, 2009, 12:31 AM
Those gray bars up in the blue strip in the top left area doesnt seem equal.

Also the middle of it where the X thing is doesnt look forerunner.

Huero
March 8th, 2009, 03:18 AM
Arctic.

Has grass/weeds.

jngrow
March 8th, 2009, 05:16 AM
Has grass/weeds.
There are plenty of large areas of land with no visible vegetation. There are areas in the arctic like this. Desert too (to a lesser extent)

Chainsy
March 8th, 2009, 11:30 AM
Arctic ocean is frozen. Unless plants can grow on pure ice, you will not see anything there unless on some sort of land and only in short periods when spring hits.

Advancebo
March 8th, 2009, 12:31 PM
Yeah but that render didnt look arctic.

Corndogman
March 8th, 2009, 09:07 PM
Gah, it doesn't even matter people. The point is that the scene would look more interesting with some type of plant.

Metkiller, those transparent hexagonal strip patterns in the background have some lines that are pretty screwed up, not sure if that's something you're still working on but I just wanted to point it out. Besides that, I like the patters on most of your textures, you just need to work on your colors and making it look more realistic.

DOMINATOR
March 8th, 2009, 11:23 PM
Gah, it doesn't even matter people. The point is that the scene would look more interesting with some type of plant.

Metkiller, those transparent hexagonal strip patterns in the background have some lines that are pretty screwed up, not sure if that's something you're still working on but I just wanted to point it out. Besides that, I like the patters on most of your textures, you just need to work on your colors and making it look more realistic.
the point is everyone has done that type of tutorial and it is so simple there is no point in showing renders.

rossmum
March 10th, 2009, 01:23 AM
Full pic's not done, but I did a quick side-by-side comparison of the most complete part. I'm definitely getting better at this, as before I'd be terrified to touch hair or skin, but I've still got a ways to go.

http://img27.imageshack.us/img27/2403/imaekedit.jpg

Any suggestions?

DEElekgolo
March 10th, 2009, 01:28 AM
The wrinkles on the cloth looks like it is sticking out to much.

rossmum
March 10th, 2009, 01:31 AM
It's meant to be a few sizes too large, which is why I did that, but with that in mind do you reckon I went a bit overboard?

DEElekgolo
March 10th, 2009, 01:45 AM
Yes. The dark areas of the cloth were you try to show depth could be lighter.

rossmum
March 10th, 2009, 01:47 AM
Thanks. I'll do some tweaking next time I open it up, see how it looks then.

Hunter
March 10th, 2009, 04:51 AM
I agree.

ExAm
March 10th, 2009, 06:21 AM
It looks like her clothes are wet. A few too many wrinkles, methinks, and they're a bit too uniformly sized compared with one another.

Higuy
March 12th, 2009, 06:05 PM
http://i238.photobucket.com/albums/ff260/showbizfluffy/covyfinish.png
http://i238.photobucket.com/albums/ff260/showbizfluffy/covyfinish2.png
Ignore the little base, im fixing it up alot. lol

Heathen
March 12th, 2009, 06:09 PM
It looks like her clothes are wet. A few too many wrinkles, methinks, and they're a bit too uniformly sized compared with one another.
dammit I was gonna say this.

ThePlague
March 12th, 2009, 06:39 PM
@ higuy

High Charity eh?

Disaster
March 12th, 2009, 09:57 PM
http://i266.photobucket.com/albums/ii256/echo216/ar-new.jpg (http://i266.photobucket.com/albums/ii256/echo216/ar-new.jpg)
Working on it a bit more based on opinions received. Its been a while I know but I've been busy lately.

teh lag
March 12th, 2009, 10:01 PM
A lot of the deeper/thicker scratches are really awkward in their placement - for example, the bottom of the grip and the front.

Otherwise, not half bad!

Disaster
March 12th, 2009, 10:02 PM
Hmm. I'll work on those scratches tomorrow. I'm done for the day. But thanks :)

rossmum
March 13th, 2009, 01:14 AM
The entire stock looks too much like it's metal. At most, it'd be hard synthetic, though more than likely it's synth with a rubber-like surface. The forend suffers from the same, aside from the actual bumps in it.

Llama Juice
March 13th, 2009, 11:31 AM
http://i4.ytimg.com/bg/G3SrGuQs8vzb5tZ-gTqCIA/default.jpg

I tried to make my profile pretty on Youtube, how does it look on the site?

http://www.youtube.com/LlamaJuice

MetKiller Joe
March 13th, 2009, 05:11 PM
I think it looks great. Definitely a great YouTube profile page template.

When I was doing research on web design, I came across what I thought was great advice. Westerners are trained to go automatically to the top left to read anything. But then again, this was for resume/portfolio websites.

Hunter
March 13th, 2009, 08:02 PM
Disaster, needs more Hornet texture ;)

M4 Carbine:
http://i58.photobucket.com/albums/g268/martynball/M4Carbine1.jpg
(Stock/Butt and Front grip attachment)
2540 Polys
6485 Tris

Work in progress. No where near finished. And before you start saying it has to many polys for ingame then dont, Because I am not modelling it for ingame use, I might make a lower poly version.

paladin
March 16th, 2009, 03:23 AM
http://img9.imageshack.us/img9/825/lightmodel.jpg
http://img10.imageshack.us/img10/809/lightpost.jpg

first unwrap ever. a light post model im working on.

rossmum
March 16th, 2009, 08:37 AM
The fuck is with the trippy colours? Texported UVs are usually rainbows, but not like that...

paladin
March 16th, 2009, 03:02 PM
i dunno whats up. i have never done it before so I dont know how/what to do.

Rob Oplawar
March 16th, 2009, 05:18 PM
at first I thought the mc was deliberately posed like that, rather than just thrown in for scale reference. I was all ',:|

DEElekgolo
March 16th, 2009, 07:11 PM
I think those are local XYZ coordinate colors. The unwrap isnt bad though.

rossmum
March 18th, 2009, 07:31 PM
Drew these last night/ this morning from about 11PM to 3AM while I was waiting for my net to come back up, I gave up and went to bed after finishing the second picture. My two favourite nightfighters of the war, one of which (the 240) I'm modelling so I can get it into Il-2:

http://i298.photobucket.com/albums/mm258/rossmumv2/ar240.jpg

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

SnaFuBAR
March 18th, 2009, 08:27 PM
some roflborked perspective going on with the cockpit/wing/tail/body alignment but the mood is good, as well as "colour".

Disaster
March 18th, 2009, 08:45 PM
I thought the second pic was from a game at first glance :aaaaa:

NuggetWarmer
March 18th, 2009, 09:01 PM
The moon on the first one needs to have a blue/yellow tint to it, and needs to look less like a fairytale moon. Along with that, it needs to be a little less blurry.

The clouds in the first pic could also use some more details (grey spots) like you have in the second picture.

Reaper Man
March 18th, 2009, 09:31 PM
Great atmosphere and color, but as Snaf said, borked perspective. What could be cool is some tracers, as, how did the planes get shot down? Then again, it may make the painting too busy..

Last crit - dead-center composition, feels bad man.

rossmum
March 18th, 2009, 09:36 PM
I usually lopside it to hell but then it feels kind of odd

The idea behind the lack of tracer is that they've already swooped in for the kill, blatted some poor sod, and blown right through the formation. I wanted it to look like they were just about heading for home, not in the midst of an attack.

Sel
March 20th, 2009, 12:14 PM
I made a fucking lighter

http://www.hivclan.net/hivshack/images/hq5lkc7be2ttguwbem2u.jpg

look at this fucking lighter

Rob Oplawar
March 20th, 2009, 12:29 PM
It's a fucking lighter.
vertex distribution looks shot. Lots of fine detail in some areas, but you didn't even bother to round the big surfaces. :/

SnaFuBAR
March 20th, 2009, 02:50 PM
no flame adjustment? pay more attention to your refs! buy a lighter! :crossarms:

Sel
March 20th, 2009, 05:06 PM
no flame adjustment? pay more attention to your refs! buy a lighter! :crossarms:

My ref was a picture. ...of all the things to not have around my house ffs.

Also first serious UVW template. (I bet I'm doing it wrong)

http://www.hivclan.net/hivshack/images/v9j8ogut1eytdx1dqvo.bmp


It's a fucking lighter.
vertex distribution looks shot. Lots of fine detail in some areas, but you didn't even bother to round the big surfaces. :/

I imposed a poly limit on myself, so I didn't add as much detail as I could. It was more of a practice to expand my horizons, after all the only thing I can model well is forerunner and halo-esque terrain.

Newbkilla
March 20th, 2009, 08:24 PM
You could certainly use more space. Also remember your placement. Like, what parts are going to be seen the most, and which ones need the most detail. Looks good so far though, just use my advise.

Advancebo
March 20th, 2009, 11:04 PM
Make it transparent so that you can model the internal areas.

NuggetWarmer
March 21st, 2009, 04:42 AM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/FLAPFLAPALBOTROSS.png
WIP

Only cool kids will know what this is.

rossmum
March 21st, 2009, 08:14 AM
An Albotross apparently, although whether it is at all related to the Albatross I am not entirely certain

:eng101:

Pooky
March 21st, 2009, 08:18 AM
Looks kind of like a lot of generic video game starfighters tbh :S

Advancebo
March 21st, 2009, 10:10 AM
An Albotross apparently, although whether it is at all related to the Albatross I am not entirely certain

:eng101:

o i c wat u did thar

Heathen
March 21st, 2009, 11:31 AM
Yup, its a FLAPFLAPALBOTROSS

NuggetWarmer
March 21st, 2009, 01:14 PM
An Albotross apparently, although whether it is at all related to the Albatross I am not entirely certain

:eng101:

Nope, put that there to fool people. :)

KM00 should know what it is.

teh lag
March 21st, 2009, 01:17 PM
Looks like that human flier that was in the h2 beta shared.map.

You've got some pretty nasty geometry in a few places... Maybe give us a pic of how it's supposed to look in the end so we can point it out better?

NuggetWarmer
March 21st, 2009, 01:33 PM
Looks like that human flier that was in the h2 beta shared.map.

You've got some pretty nasty geometry in a few places... Maybe give us a pic of how it's supposed to look in the end so we can point it out better?


Correct, it was called the Falcon. Oh, and I know about the bad faces. I'll fix those soon.

Here's what it's supposed to look like when it's done:
http://unexistent.net/h2b/falcon/beta108.jpg
http://unexistent.net/h2b/falcon/beta109.jpg

Advancebo
March 21st, 2009, 07:11 PM
Not the same textures though, obviously, lol.

Since it doesnt have a texture, who ever textures it can make it how ever they want.

Heathen
March 21st, 2009, 07:21 PM
Looks like some of this
http://supersmashbroslucky.files.wordpress.com/2008/02/hidden05_080222n.jpg

NuggetWarmer
March 21st, 2009, 08:10 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/Falcon.png
Almost done. Next up is error fixing, details, and the chaingun.

Advancebo
March 21st, 2009, 08:11 PM
Can I animates?

Newbkilla
March 21st, 2009, 09:00 PM
Yea, I see a couple of non planars. Looks pretty low poly though.

Maniac
March 21st, 2009, 09:16 PM
I think it looks great man.

Gwunty
March 21st, 2009, 10:01 PM
Besides a few non-planers it looks great man :)
+rep

RobertGraham
March 21st, 2009, 11:45 PM
Here is another project I was working on. Not much though, still practice shit. Haven't had much time to sit down and do so since school started.

Anyways, enough explaining

http://fc42.deviantart.com/fs42/f/2009/080/4/0/Project_2_by_iTails.png

It kind of reminds me of a Rock.

Things I did.

-Bend
-Twist
-Taper

That was about it. The ground was the Glass - Translucent and the Rock looking thing was Glass - Clear. I still need to learn how to texture :S

Second Pic
http://fc82.deviantart.com/fs42/f/2009/080/3/5/Project_2_Render_2_by_iTails.png

NuggetWarmer
March 22nd, 2009, 12:23 AM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/Falcon-1.png

I need to fix one last error and get rid of the mirror line and I'll be pretty much done.

I changed the design of the gun a bit to my liking, just so you know.

EDIT: Wireframe:
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/FalconWire.png

ultama121
March 22nd, 2009, 02:40 AM
I like it Nugget. So far it's turning out nice.

NuggetWarmer
March 22nd, 2009, 02:47 AM
Thanks. Too bad I have no idea how anybody would steer the thing. I think I might add some steering wheels or something.

SnaFuBAR
March 22nd, 2009, 06:54 AM
steering wheels
lol, look at dis non-pilot.

http://images.google.com/images?hl=en&q=flight+cockpit&btnG=Search+Images&gbv=2

something like these perhaps? :gar:

flight stick, rudder petal, throttle controls. rossfag will go more into it i'm sure.

Reaper Man
March 22nd, 2009, 07:33 AM
Don't you think it could use some sort of glass cockpit? Being exposed like that is dumb.

Advancebo
March 22nd, 2009, 10:31 AM
Maybe it hovers?

Reaper Man
March 22nd, 2009, 10:41 AM
Maybe it hovers?
Even still, would you want to be driving a vehicle that leaves you completely exposed, right in the front? Seeing as it's clearly a vehicle that was never finished by Bungie, finish it.

Also, I think that the jets rotate, I doubt it would simply hover.

=sw=warlord
March 22nd, 2009, 12:01 PM
working on my canyon map iv'e got one side reasonably drafted out, there are some parts ive not edited since making the canvas for but other than that, im rather impressed by what its turning out like.
Should i make this into a canyon or should i leave this section as it is and build on this into a full map?
Im looking at you Snafubar and Rossmum.
http://i43.tinypic.com/2db2gpu.jpg

Advancebo
March 22nd, 2009, 12:16 PM
If you leave it as it is, it would look like Peril.

=sw=warlord
March 22nd, 2009, 12:22 PM
If you leave it as it is, it would look like Peril.
Is that good or bad...?

MetKiller Joe
March 22nd, 2009, 12:46 PM
The cliffs' bumps don't look like they have a lot of variation. To me at least, it looks like organic bubble-wrap, a mite too soft for cliffs. The botton also could use some work.

NuggetWarmer
March 22nd, 2009, 01:20 PM
lol, look at dis non-pilot.

http://images.google.com/images?hl=en&q=flight+cockpit&btnG=Search+Images&gbv=2

something like these perhaps? :gar:

flight stick, rudder petal, throttle controls. rossfag will go more into it i'm sure.

I knew what it was called, but I couldn't remember it, and I was just too lazy to look it up.

;)


Don't you think it could use some sort of glass cockpit? Being exposed like that is dumb.

I was planning on doing that, I just need to come up with a design suitable for it.

RobertGraham
March 22nd, 2009, 02:26 PM
My attempt at making a chrome material (Torus Knot)
http://fc09.deviantart.com/fs43/f/2009/081/1/6/Practice_with_Materials_by_iTails.png

JunkfoodMan
March 22nd, 2009, 02:29 PM
chrome doesn't have gloss. right now it looks....off.

Newbkilla
March 22nd, 2009, 05:15 PM
Shadow's make it look retarded.. It looks like you got multiple lights, all shining from different angles.

RobertGraham
March 22nd, 2009, 05:35 PM
Shadow's make it look retarded.. It looks like you got multiple lights, all shining from different angles.
Yeah, I do, should I just use Skylight?

Also, does anyone know what the material is for Chrome?

Jean-Luc
March 22nd, 2009, 06:03 PM
Yeah, I do, should I just use Skylight?

Also, does anyone know what the material is for Chrome?

http://www.cgarena.com/freestuff/tutorials/max/chrome/index.html

klange
March 22nd, 2009, 06:08 PM
I was debating whether or not I would post this, but whatever...

http://entropy.phpwnage.com/en_001.png

Critiques? Also, any suggestions for the site (http://entropy.phpwnage.com)?

rossmum
March 22nd, 2009, 06:11 PM
working on my canyon map iv'e got one side reasonably drafted out, there are some parts ive not edited since making the canvas for but other than that, im rather impressed by what its turning out like.
Should i make this into a canyon or should i leave this section as it is and build on this into a full map?
Im looking at you Snafubar and Rossmum.
Canyon, and do something with the ground. It looks boring at the moment.


The cliffs' bumps don't look like they have a lot of variation. To me at least, it looks like organic bubble-wrap, a mite too soft for cliffs. The botton also could use some work.
this

SnaFuBAR
March 22nd, 2009, 07:37 PM
chrome doesn't have gloss.
lol, no



Should i make this into a canyon or should i leave this section as it is and build on this into a full map?
Im looking at you Snafubar and Rossmum.

Like Ross said, make a canyon. The tops of those cliffs need some kind angle between the top and side.


Is that good or bad...?
bad

I knew what it was called, but I couldn't remember it, and I was just too lazy to look it up.

;)
lol kk

=sw=warlord
March 22nd, 2009, 09:14 PM
Like Ross said, make a canyon. The tops of those cliffs need some kind angle between the top and side.

Ok, so should i make this into a Ushaped canyon with a waterfall going through the middle or as paralel cliffs?
Im just trying to get some ideas flowing so i can work on this and know im going in the correct direction with this as the last canyon work i was doing a fair few people strongly disliked.

Roostervier
March 23rd, 2009, 03:56 PM
http://img11.imageshack.us/img11/9723/crateengine.jpg
Made it today because I haven't made anything and actually completed it in ages, so I picked something really simple. <_<

Crit?

e: The maps.

http://img14.imageshack.us/img14/1385/cratemaps.jpg

paladin
March 23rd, 2009, 04:20 PM
It looks really nice.

teh lag
March 23rd, 2009, 04:23 PM
It's nice but boring. I'm a bit surprised to see that it's 1024x - you don't seem to have such great definition there (especially around the chipped parts). The specular could also stand to be a bit more than just a recolored version of the diffuse; add some scratches, turn up the reflectivity... something to make it more interesting.

Roostervier
March 23rd, 2009, 04:25 PM
I was actually thinking the same thing, I might just down res all of the textures considering it would be a rather unimportant piece anyway. Or then again I could just add in more detail.

Boba
March 23rd, 2009, 04:50 PM
I think you should make an open version of the crate, as well, just do add variation.

rossmum
March 23rd, 2009, 11:40 PM
At the very least, stamp some markings across it so it isn't so monotonous. Look at all the crates in H3 - they're khaki boxes, but they're usually covered in writing and diagrams.

ExAm
March 24th, 2009, 12:32 AM
At the very least, stamp some markings across it so it isn't so monotonous. Look at all the crates in H3 - they're khaki boxes, but they're usually covered in writing and diagrams....And they pop open when you hit them to reveal cargo webbing :eng101:

=sw=warlord
March 24th, 2009, 08:54 PM
some more work i would like some comments on for improvement.
i've added a wireframe overlay to help distinguish the shape a bit better.
something seems wrong though.
http://img7.imageshack.us/img7/7982/tower.png

MetKiller Joe
March 24th, 2009, 09:00 PM
What is it?

=sw=warlord
March 24th, 2009, 09:02 PM
What is it?
im intending it to be a hybrid forerunner antenna mix between the structures on the bridge in halowars cutscene "walk in the park" and the arial found in A30.

MetKiller Joe
March 24th, 2009, 09:34 PM
It doesn't seem very forerunner to me. There isn't much to it, so I'm wondering if this is part of something larger? Or if that is the final product; in which case, there isn't much to crit on.

Newbkilla
March 24th, 2009, 10:11 PM
Hardly any detail, doesn't look much forerunner, the spikes at the top are not pretty, because forerunner doesn't have points that, that.. Pointy.. So, I suggest adding some detail here and there, completing more, and remove the spikes.

ThePlague
March 25th, 2009, 12:28 AM
Never make spikes with forerunner, just leave it round but thin. If you'd show the whole area of whatever it is you're making it'd be easier to crit. Right now it looks horribly basic and very boring. Do what Newbkilla said, add details.

=sw=warlord
March 25th, 2009, 03:55 PM
Hardly any detail, doesn't look much forerunner, the spikes at the top are not pretty, because forerunner doesn't have points that, that.. Pointy.. So, I suggest adding some detail here and there, completing more, and remove the spikes.
the spikes are on a few of the buildings for a30_A and a30_B, which was part of the reson i did that.

Newbkilla
March 25th, 2009, 05:48 PM
Well, it looks ugly anyway.. Fix it.

klange
March 25th, 2009, 11:00 PM
New stuff on the thing I try to pass off as a webcomic despite lack of comic appeal (http://entropy.phpwnage.com/?fmt=jpg).

kid908
March 26th, 2009, 12:03 AM
does this look like a real diamond? how can i improve it so it looks more...real?
http://i113.photobucket.com/albums/n211/kid908/diamond.png

ThePlague
March 26th, 2009, 12:22 AM
To me it's too see-through. That's all I think is wrong with it.

Rob Oplawar
March 26th, 2009, 12:50 AM
give it something more interesting to reflect/refract than just a grey background

DEElekgolo
March 26th, 2009, 01:53 AM
Shadows are weird.

SnaFuBAR
March 26th, 2009, 02:51 AM
it'll never look like a diamond unless it breaks apart the light spectrum.

http://img339.imageshack.us/img339/4400/1sjg3.jpg

kid908
March 26th, 2009, 09:53 AM
it'll never look like a diamond unless it breaks apart the light spectrum.

how do I make it divide white light into the visible light spectrum?(in max ofcourse).

Rob Oplawar
March 26th, 2009, 02:49 PM
I was talking to snaf about it last night and neither of us knew if it was even possible, directly. But you can still fake it by adding strategically placed lens effects and extra lights with rainbow projection maps.

kenney001
March 27th, 2009, 02:08 AM
cant this be achieved through caustics? correct me If I'm wrong...

Corndogman
March 27th, 2009, 10:02 AM
Yes, I believe Caustics can be used for Jewels, as well as water and glass, as stated in the tutorial in the first post.

E: wrong thread, thought this was the tutorial thread.

Hunter
March 28th, 2009, 12:51 PM
Had a few spare minutes and finished this off. Sight is a place holder. Should be making Pelican for Pen really but I have not got the time :(

7K. Needs to be made lower poly if anyone is going to use it in CE.
http://i58.photobucket.com/albums/g268/martynball/SMG_3.jpg
http://i58.photobucket.com/albums/g268/martynball/SMG_4.jpg


http://i58.photobucket.com/albums/g268/martynball/SMG_5.jpg

teh lag
March 28th, 2009, 01:49 PM
Your poly distribution is absolutely out of whack. The top needs some serious work - it's basically a chamfered block with stuff on it. Smooth it out dude :\

Also the handle - do you honestly thing you can fit your hand comfortably on that? The stock and back handle also need to match up; the stock could be taller while the back handle should be shorter.

I'm not really liking how the sight thing looks either.

http://img16.imageshack.us/img16/8569/smg5u.jpg (http://img16.imageshack.us/my.php?image=smg5u.jpg)

kid908
March 28th, 2009, 02:19 PM
http://fc04.deviantart.com/fs43/f/2009/087/e/0/Diamonds_by_kid908.jpg

how about how? apperently the light spots(donno technical term for it) don't show up with glass so i'm going mess around with the ground mat to see which one works best.