PDA

View Full Version : Quick-Crit 2008-2009



Pages : 1 [2] 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

Pooky
May 27th, 2008, 07:25 PM
I wouldn't say it matches up perfectly.

From the look of it, every single part of his body needs to be thicker. Especially the penis.

NuggetWarmer
May 27th, 2008, 07:25 PM
Your model is skinnier than the reference. :U

JunkfoodMan
May 27th, 2008, 07:28 PM
The mouth is too low, Legs are too skinny, hands are too flat, arms are too skinny, nose too flat.

Those are the things I can see so far

Llama Juice
May 27th, 2008, 07:47 PM
http://www.llamajuice.com/img/hongowire.jpg

I matched up the right side and mirrored.

The head doesn't match because his head is leaning a bit

I just don't understand why everything looks so off in the renders

Corndogman
May 27th, 2008, 08:59 PM
He looks like the child of an alien who raped an Asian person.

anyhow, I think the shoulders need to be broader.

NuggetWarmer
May 27th, 2008, 09:17 PM
Make him look less like an alien. In other words, trash the reference and go from what you have and what you think needs to be changed.

Anton
May 27th, 2008, 09:27 PM
That's the thing, he can't trash the reference. He is learning to use the references for character modeling in a class. The whole point is to follow it. And llama edit the left side to follow refs more.

NuggetWarmer
May 27th, 2008, 10:13 PM
Exactly. That's why you trash the ref. Because normally, in a modeling class, the teachers teach an assigned curriculum, so it's usually what is required, rather than what works.

Anton
May 27th, 2008, 10:32 PM
Well, I DO agree with that.

Tweek
May 28th, 2008, 02:56 AM
I just don't understand why everything looks so off in the renders

i do.

it's because you're not paying any attention at all to any of the major muscle groups that shape the human body.

i suggest you modell of some human anatomy images, which give you an under-the-skin look at all the muscle groups.

this way you know where to put all your defining lines.

you're also making a common mistake among new people, you're just making everything a straight grid, and then just mathing it to your reference.

you're not actually MODELLING in the definition it needs ( and you're just using WAY too many polies to begin with) if you can't make a proper low poly model with defined musclegroups, don't even think about raising the polycount, because you'll end up wuth the gummybear you've got right now.


edit: http://img209.imageshack.us/img209/7185/blackpantherwipoe0.jpg
this is what i mean, look at the back, arms and upper torso., and then look at your own model.

now ofcourse this is a stylised model, but that's besides the point, he defines the proper musclegroups, which make it look "right"

Tweek
May 28th, 2008, 08:04 AM
hurr dubblepost

updaet: http://xs127.xs.to/xs127/08223/full195.jpg
http://xs127.xs.to/xs127/08223/chest3325.jpg
http://xs127.xs.to/xs127/08223/chest4136.jpg

i actually REALLY like the big legs in the first image, looks quite badass.

there's something wrong with the chest, but i can't seem to put my finger on it, i think i'm going to redo the entire chest.

Patrickssj6
May 28th, 2008, 12:34 PM
omg shit...I can't rep :maddowns:

Looks so beautiful :(

Pooky
May 28th, 2008, 01:17 PM
I see the main focus of all those images is the tits :rolleyes:

NuggetWarmer
May 28th, 2008, 01:28 PM
Bellybutton.

Corndogman
May 28th, 2008, 02:09 PM
I was going to say that the chest looks off. theres something about the bewbs that doesn't look right to me, maybe you should go study up on bewbs :eng101:

LlamaMaster
May 28th, 2008, 02:30 PM
I don't really like how big the legs looks compared to the rest.

NuggetWarmer
May 28th, 2008, 02:36 PM
Her torso seems really small, and her armor kinda looks weird around the boobs. Her cleavage is fine though.

BobtheGreatII
May 28th, 2008, 03:22 PM
Has to be impossible to bend over in that, but it looks good all the same.

Tweek
May 28th, 2008, 05:08 PM
ye about the legs, they just LOOK big. it matches fine to the ut3 skeleton, and the character it comes with, i guess its the effect of the skulls on her hips and the very wide shinguards, and big boots :P

TeeKup
May 28th, 2008, 05:21 PM
Her chest is too much at a slant, it looks as if her breasts have been deflated

Chainsy
May 28th, 2008, 05:25 PM
The neck is what scares me, its too long.

Chainsy
May 28th, 2008, 09:43 PM
*double post*
Its amazing what you can do with dodge tool set on one brush.
http://i186.photobucket.com/albums/x20/cartsizzle/darkness.jpg

Bastinka
May 28th, 2008, 10:01 PM
I see a dung pile base and what looks like the edge of a cliff, some random dismembered stick people and maybe a flying fat-stick person in the right hand top corner.
Very interesting.

SnaFuBAR
May 28th, 2008, 11:17 PM
*double post*
Its amazing what you can do with dodge tool set on one brush.
http://i186.photobucket.com/albums/x20/cartsizzle/darkness.jpg
lol what is that, and why is it so amazing? what makes this any different than using a white brush on a black background with opacity settings??

DaneO'Roo
May 29th, 2008, 02:50 AM
I know what it is hurrr.


Shoulders aren't wide enough. Look at them in proportion to the hips, they're smaller then the hips, which is wrong. Just make her shoulders broader and yay. Nothing wrong with the chest or the tits, those are fine, its just the width of that whole area.

rossmum
May 29th, 2008, 02:58 AM
Yeah, she's like

| |
| |
/ \

not

\ /
| |
/ \

Anton
May 29th, 2008, 03:04 AM
I see a dung pile base and what looks like the edge of a cliff, some random dismembered stick people and maybe a flying fat-stick person in the right hand top corner.
Very interesting.

I seen that too, without reading your post. :confused:

Get out of my head D:

@ Tweek - Looks good, so it's just the angle that makes her legs look big? Hope so, the suit/armour looks bad ass.

Tweek
May 29th, 2008, 10:01 AM
it's really just the angle and the broad shinguards that make her look so big.

here's a comparison shot of her, and the stock UT3 female rig.
http://xs127.xs.to/xs127/08224/compare260.jpg

Roostervier
May 29th, 2008, 11:07 AM
*double post*
Its amazing what you can do with dodge tool set on one brush.
http://i186.photobucket.com/albums/x20/cartsizzle/darkness.jpg
All I can make out is some guy with his back facing us, nothing else. :\

teh lag
May 29th, 2008, 02:32 PM
*double post*
Its amazing what you can do with dodge tool set on one brush.
http://i186.photobucket.com/albums/x20/cartsizzle/darkness.jpg

I see an army of stick-men joyfully leaping to their deaths off of a cliff. Could you maybe tell us what it's supposed to be?

NuggetWarmer
May 29th, 2008, 02:47 PM
I see a large pile of flaming shit, and a few normal stick figures running away, along with some that are on fire. I also see two trees near each other.

Chainsy
May 29th, 2008, 02:56 PM
Sorry, I just couldnt stop laughing at your guesses. Its just a guy with his back facing towards you with some designs around it.

Corndogman
May 29th, 2008, 03:40 PM
It looks like a tribal bump-map.

Chainsy
May 29th, 2008, 03:59 PM
The main idea was just to design a cool looking signature, I still have to do the other side, which will be inverted having the outline be black and the background white.

Con
May 29th, 2008, 06:54 PM
oh, I thought it was darth vader on fire

Chainsy
May 29th, 2008, 07:56 PM
naw, whats around his neck is a brace, its for a character im designing.

NuggetWarmer
May 29th, 2008, 08:10 PM
Sorry, I just couldnt stop laughing at your guesses. Its just a guy with his back facing towards you with some designs around it.

I still see flaming shit, sorry.

Roostervier
May 29th, 2008, 08:11 PM
All I can make out is some guy with his back facing us, nothing else. :\

Sorry, I just couldnt stop laughing at your guesses. Its just a guy with his back facing towards you with some designs around it.
I knew I was right. :haw:

Bastinka
May 29th, 2008, 10:52 PM
The main idea was just to design a cool looking signature, I still have to do the other side, which will be inverted having the outline be black and the background white.

Sorry but I can't see anything at all :(
I just see some random lines... please edit the picture to show us.

Roostervier
May 30th, 2008, 02:29 PM
Instead of just trying to see just lines, try and imagine an object with volume. It's just that since he drew it weird it's hard to distinguish where the volume starts and stops. :\

e: I sort of circled the body so you can maybe see it clearer.

http://img133.imageshack.us/img133/2585/thebodyjs8.jpg

Corndogman
May 30th, 2008, 02:58 PM
Looks like a really buff guy with a Darth Vader helmet to me.

TheRMBFurion
May 30th, 2008, 06:53 PM
I posted this pic in the achievement generator thing in off topic, but I think this is moreso where I think it really should go.

(hopefully there isn't a width rule for this thread persay)

http://img46.imageshack.us/img46/4205/dcorearmorui2.jpg

Tweek
May 30th, 2008, 06:59 PM
1 word.

proportions.


his hands are next to his knees :\

TheRMBFurion
May 30th, 2008, 07:03 PM
Thank you for pointing that out, now that you mention it, the forearms look too long lol

SnaFuBAR
May 30th, 2008, 09:57 PM
masterchimp?

Chainsy
June 1st, 2008, 03:35 AM
Turbopuns?

Snowy
June 1st, 2008, 11:43 AM
http://i2.photobucket.com/albums/y37/snowysnowcones/newest-1.jpg

Chainsy
June 1st, 2008, 12:52 PM
Its a box.

TeeKup
June 1st, 2008, 05:17 PM
Cause you of all people can say that legitimately.

Its rather boring. Try making it more gradient, going from that dark blue to a sky blue.

ExAm
June 1st, 2008, 05:31 PM
Add a background pattern to it. Like a hexmesh of light blue or something. Couple that with a gradient.

Roostervier
June 2nd, 2008, 12:26 PM
I sort of agree with Teek. It seems boring, but I'm not sure gradients would help.

Con
June 3rd, 2008, 02:26 AM
No more discussion of the warned posts. We won't have problems if you don't post lazy criticism like "it's a box". Posts like that only provoke backlash from other posters, whether or not that was the desired effect. Just remember to think about how your criticism will help and how others will react to it. When someone gives unconstructive criticism, don't prolong the issue: as I've said on page 1, keep discussion centered on people's work and not people's criticism. I won't be giving out warnings next time.

Hunter
June 3rd, 2008, 10:29 AM
http://i58.photobucket.com/albums/g268/martynball/328pm_030608.jpg

NuggetWarmer
June 3rd, 2008, 02:34 PM
Like I said on HaloMaps, you need to learn how to save polygons and add detail in the texture. It's an OK model, but it just looks like an over detailed sp'laser that anybody else has made.

SMASH
June 4th, 2008, 12:01 AM
http://img72.imageshack.us/img72/7698/homeyj9.jpg

A website layout I worked on a bit after someone suggested the hex background.

ExAm
June 4th, 2008, 12:18 AM
Cool. Not exactly what I had in mind, but close.

Hunter
June 4th, 2008, 05:52 AM
And like I said on Halomaps.


--- Original message by: WMHunterTLS
I was going to save this until I had finished it. But I cba.

So this is what I have done so far. I will also be taking most detail out of the model and adding it to the texture before it goes in game. I modelling it High poly for rendering purposes.

Timo
June 4th, 2008, 06:02 AM
Smash I think those hexagons need to be toned down considerably - as a background (in my opinion) it draws too much attention. Would text be put straight ontop, or would something be added in to make the text easy to read?

Hunter
June 4th, 2008, 06:51 AM
Personal, with the hexagons I would get rid of the glow, and make them a grey colour. Like they where on Z-Teams website.

SMASH
June 4th, 2008, 03:26 PM
I updated it using some of the advice given. Honestly Hunter, I'm going for what looks good on MY page not what looks good on Z-Team's.

http://img129.imageshack.us/img129/5601/home2kz8.jpg

Timo
June 4th, 2008, 04:28 PM
Much better :-) Looks like content shown on the page will be the main feature, instead of the background.

Con
June 4th, 2008, 07:06 PM
I think the header needs a bit of work, but much better than before.

Hunter
June 5th, 2008, 06:40 AM
That looks alot nicer. I said make it a bit like Z-teams because that looked good. But yours looks good now though. The glow could do wih a tiny bit more, about 2% more.

Rob Oplawar
June 5th, 2008, 05:54 PM
i think this is my favorite bit of php code I've ever written:


public static function sp($f,$m=self::ALL,$s=0){
$s&=~$z=$m;
while($z%2===0){$z>>=1;$f<<=1;}
return $s|($f&$m);
}
lol, who knew something like $s&=~$z=$m would be valid code. :awesome:
+rep to whoever can figure out what it does.

Con
June 6th, 2008, 12:24 AM
+rep to whoever can figure out what it does.
confuses me

Anton
June 6th, 2008, 12:38 AM
i think this is my favorite bit of php code I've ever written:


public static function sp($f,$m=self::ALL,$s=0){
$s&=~$z=$m;
while($z%2===0){$z>>=1;$f<<=1;}
return $s|($f&$m);
}lol, who knew something like $s&=~$z=$m would be valid code. :awesome:
+rep to whoever can figure out what it does.


Not only does it confuse me, it made me try to learn php... :lol: Thats funny, I can barely read. *just kidding btw*

DaneO'Roo
June 6th, 2008, 01:35 AM
So I'm wurking on a portfolio website for my web class, and I suck at css and anything to do with code, so this was very hard for me.

www.tafeweb.com/dane (http://www.tafeweb.com/dane)

Just using the college ftp server :downs:

Also, when I get better at stuff the site will most likely be flash based.

Con
June 6th, 2008, 01:37 AM
buttons need to be highlighted already or something so you know what you're gonna click on without having to highlight each one to see what it is. Also, make bigger.

DaneO'Roo
June 6th, 2008, 01:39 AM
It was biggerer, but I realised I need room to have stuff :( Plus, setting up all the divs and coordinates and shit would be annoying if I resized it all again, so I'm just gunna leave the betterer one for when i make a flash version.

Boba
June 6th, 2008, 02:22 AM
I painted a landscape:

http://img394.imageshack.us/img394/2749/thelonelytree2yt8.png

I am very proud of it.

DaneO'Roo
June 6th, 2008, 02:38 AM
what the christ is that boba

Boba
June 6th, 2008, 02:41 AM
It's M. C. Hammer summoning the Tree God.

NuggetWarmer
June 6th, 2008, 02:56 AM
it r bootyfal <3

Hunter
June 6th, 2008, 06:42 AM
So I'm wurking on a portfolio website for my web class, and I suck at css and anything to do with code, so this was very hard for me.

www.tafeweb.com/dane (http://www.tafeweb.com/dane)

Just using the college ftp server :downs:

Also, when I get better at stuff the site will most likely be flash based.

Looks pretty good. But make sure the images pre-load. Because when I mouse over the buttons they just vanish because I have to wait for the mouse over images to load up.
__________________________________________________ _______
99% Finnished

Polys: 3, 282
Verts: 4, 565
Edit:
http://i58.photobucket.com/albums/g268/martynball/424pm_060608.jpg

TeeKup
June 6th, 2008, 11:49 AM
The grip looks like it would be a bitch to hold on to.

E3pO
June 6th, 2008, 11:50 AM
haha yeah, huge ass grip.

EDIT:

look at the size of this grip lol..

http://i298.photobucket.com/albums/mm258/rossmumv2/ma2c11.jpg

TheRMBFurion
June 6th, 2008, 01:24 PM
Hunter, the handle grip is just a little on the wide side

Hunter
June 6th, 2008, 01:27 PM
I need to get my Xbox back so I can have a look on Halo. I got those stupid red lights and it won't turn on.

TeeKup
June 6th, 2008, 04:27 PM
haha yeah, huge ass grip.

EDIT:

look at the size of this grip lol..

http://i298.photobucket.com/albums/mm258/rossmumv2/ma2c11.jpg

That's the MA2C Assault Rifle that used to belong to the Forerunner Mapping Team, why on earth did you dig that up?

Snowy
June 6th, 2008, 11:45 PM
Marty Turco:
http://i2.photobucket.com/albums/y37/snowysnowcones/Marty_Turco.jpg

Chainsy
June 7th, 2008, 10:14 AM
With the season they had, I stopped going to the airline center to watch them on home games. :(

Sel
June 7th, 2008, 01:31 PM
Im trying my hand at human style modelling.

http://i93.photobucket.com/albums/l42/selentic/bridge2.jpg

http://i93.photobucket.com/albums/l42/selentic/bridge-1.jpg

Hunter
June 7th, 2008, 04:41 PM
I like that ^

Con
June 8th, 2008, 12:04 AM
I like the pipes in the wall and under the floor.

NuggetWarmer
June 8th, 2008, 04:14 AM
http://i164.photobucket.com/albums/u27/foxymccloud/MASTERCHEEF-2.jpg
After staring at a bunch of reference pictures from Halo 3, I started making a MC biped for H3MT. The helmet is going to be the hardest part. D:

rossmum
June 8th, 2008, 04:42 AM
Doesn't look half bad, keep at it.

DaneO'Roo
June 8th, 2008, 05:46 AM
http://i164.photobucket.com/albums/u27/foxymccloud/MASTERCHEEF-2.jpg
After staring at a bunch of reference pictures from Halo 3, I started making a MC biped for H3MT. The helmet is going to be the hardest part. D:

pfft quit acting like you can't model bitch >:U

Sel
June 8th, 2008, 07:55 AM
I like the pipes in the wall and under the floor.

The ones under the floor arent pipes, theyre flourescent lights ;)

Thanks :)

JunkfoodMan
June 8th, 2008, 03:31 PM
Messing around on my Tablet

http://img183.imageshack.us/img183/6093/wutgn2.jpg

5 mins ish

NuggetWarmer
June 8th, 2008, 05:49 PM
pfft quit acting like you can't model bitch >:U

n, u

Chainsy
June 8th, 2008, 06:23 PM
Messing around on my Tablet

http://img183.imageshack.us/img183/6093/wutgn2.jpg

5 mins ish
Looking good, I see the effect oyur trying to do here and I like it. Give more definition to the back of the body because from the light source it would create a shine on his features.

fatso784
June 8th, 2008, 08:30 PM
Looking good, I see the effect oyur trying to do here and I like it. Give more definition to the back of the body because from the light source it would create a shine on his features.

I agree with chains. Also, create something for the viewer to look at first view, something that brings the piece together. Light reflecting off the eye maybe?

JunkfoodMan
June 8th, 2008, 09:38 PM
Thanks for the crit, i'll work on that in a while.
Here's another one i've churned out in about 15-20 mins.

http://img525.imageshack.us/img525/4977/snowtt5.jpg

Keep in mind these are WIPs so please don't assume they're finished, but still give crit =D

Chainsy
June 9th, 2008, 08:45 AM
I like the surreal glow, but the rocks look too blurry, an overall rule is that soft things have blurred edges, hard things hard well..hard edges and are alot more defined. Also the way the snow is placed makes it look unrealistic. For example, on the little cliffs where theres snow on the very edge of the cliffs, there should be build up of snow directly below the cliff on the ground. Your doing great though.

Invader Veex
June 11th, 2008, 10:35 AM
http://img357.imageshack.us/img357/2254/dumpsterrendervi2.png

Halo 3 syle dumpster.

LlamaMaster
June 11th, 2008, 10:57 AM
The edges on that square sticking out from the side look worn down to much.

Hunter
June 11th, 2008, 11:21 AM
http://i58.photobucket.com/albums/g268/martynball/Final_3.jpg

Chainsy
June 11th, 2008, 11:38 AM
http://i186.photobucket.com/albums/x20/cartsizzle/concept-1.jpg

Hunter
June 11th, 2008, 12:35 PM
That looks pretty good. And Shiny :D

Sever
June 11th, 2008, 04:12 PM
splazerYou already have your own thread for it. No need to post it here.

TheRMBFurion
June 11th, 2008, 04:40 PM
congrats on finishing that thing up hunter

Rob Oplawar
June 11th, 2008, 07:17 PM
Other than the edges on that square like Llama said, that dumpster looks good. If I get around to open-sourcing BCE, would you mind letting me use it? It's just the sort of scenery I need.

Sel
June 11th, 2008, 07:23 PM
A quick platform I spun up.

http://i93.photobucket.com/albums/l42/selentic/platform.jpg

TeeKup
June 11th, 2008, 09:50 PM
INADEQUATE!!!!............jk

lol no but seriously spice it up just a tad more. Try and implement a small barriers similar to those found on the platforms on Last Resort, only forerunner.

Chainsy
June 11th, 2008, 10:08 PM
No one commented on me shiny picture. >:(

TeeKup
June 11th, 2008, 10:45 PM
You need to work on that mound some more. From what I see its a sword in a stone in a snow storm with the sun peaking through. The mound just needs more definition too it. It looks too....idk it just doesn't look right to me.

Try and define the lines more also, they look too squiggly.

Sel
June 12th, 2008, 07:47 AM
INADEQUATE!!!!............jk

lol no but seriously spice it up just a tad more. Try and implement a small barriers similar to those found on the platforms on Last Resort, only forerunner.

Ok Ill try that.

After I finish my ISU's and exams :gonk:

Hunter
June 12th, 2008, 08:23 AM
You already have your own thread for it. No need to post it here.

Quick-Crit Thread... So I can get quick crit on it....

Better?
http://i58.photobucket.com/albums/g268/martynball/Smoother_Grip.jpg

Rob Oplawar
June 12th, 2008, 12:40 PM
the front grip looks like it's designed to fold up... where the heck does it fold up into?

Hunter
June 12th, 2008, 01:22 PM
Lol. I dunno. Does this mean you all want me to add somewhere for it to fold up?

Edit:
http://i58.photobucket.com/albums/g268/martynball/Smoother_Grip_2.jpg
Front spiky thing seem better?

NuggetWarmer
June 12th, 2008, 08:50 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MISTERCHEEF.jpg
Made the helmet. Oh snap!

Pooky
June 12th, 2008, 10:28 PM
Lol. I dunno. Does this mean you all want me to add somewhere for it to fold up?

Edit:
http://i58.photobucket.com/albums/g268/martynball/Smoother_Grip_2.jpg
Front spiky thing seem better?

Front spikey thing looks, as before, like you could give someone a huge gash with it. Doesn't seem like something the UNSC would make.

Hunter
June 13th, 2008, 07:46 AM
True. Anyone know what I could do with this? Should I just cut of the extruded spike part?

Chainsy
June 13th, 2008, 08:22 AM
Just take off the very end piece and smooth it out to maybe look like a rubber coating so if you drop it on that it protects it. Anyways with the spartan laser mellee, the spike would actually be a good idea, as the animation slams the spartan laser nose down, and with that blade thing on it, you could really do some damage.

ItsMeTerror
June 13th, 2008, 12:59 PM
I have no clue if halo's tagging would support it but, If you did use the spike, you could tag it to where only 10 or 15% of the melee's you throw at a player would hit them with the spike and deal great damage, possible even death.

rossmum
June 13th, 2008, 02:58 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MISTERCHEEF.jpg
Made the helmet. Oh snap!
HOLY SHIT

WHERE ARE ALL YOU NEW PEOPLE WHO CAN MODEL BETTER THAN ME POPPING UP FROM

STOP IT, IT DEPRESSES ME.

Gwunty
June 13th, 2008, 03:53 PM
Halomaps :gonk:

Hunter
June 13th, 2008, 03:54 PM
Lmao!

Sel
June 13th, 2008, 04:44 PM
Halomaps :gonk:

I dont think that helped him feel better :\

Pooky
June 13th, 2008, 04:52 PM
Just take off the very end piece and smooth it out to maybe look like a rubber coating so if you drop it on that it protects it. Anyways with the spartan laser mellee, the spike would actually be a good idea, as the animation slams the spartan laser nose down, and with that blade thing on it, you could really do some damage.

Or you could just roll with it and make the spike a huge bayonet :o

rossmum
June 13th, 2008, 05:36 PM
hi

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

Needs more detailed shading and maybe a few sprigs of heather, dandelions, daises, etc., but what else?

e:

and a tablet

before I strangle myself with my mouse wire

LlamaMaster
June 13th, 2008, 05:39 PM
The water looks slanted.

rossmum
June 13th, 2008, 05:52 PM
Because I coloured it in at an angle. :d

The paler bits are meant to be ripples, but I think I'll do away with them.

Rob Oplawar
June 13th, 2008, 06:37 PM
I almost didn't see him there... ;D

Chainsy
June 13th, 2008, 06:38 PM
A piece of advice, use a large picture and larger, smoother brushes so it creates an even line. Ill show some work of what I mean later. Unless your goal was to create scribbly lines, as everyone has their own style.

rossmum
June 13th, 2008, 06:44 PM
It was, as the whole idea is to break up the outline.

That said, I do it often anyway because I have to draw with an ancient mouse and it shits me. And I can't draw well in huge res D:

Con
June 13th, 2008, 07:09 PM
Lines are pretty sketchy, but I can't blame you when you're using a mouse.

Chainsy
June 13th, 2008, 09:16 PM
I find it hard to believe you did that with a mouse, I could very likely be wrong, but I just doesnt look like you used a mouse

rossmum
June 13th, 2008, 11:29 PM
Well, I did. My 5-ish-year-old optical which is so caked in grime and my own hair (which has a habit of falling out onto my desk and sticking to things) I'm amazed I can do anything with it. D:

Reaper Man
June 14th, 2008, 12:05 PM
strangle myself with my mouse wire
Needs this. also, more details in shading, looks like you just burned/dodged everything, giving it a kinda splotchy look.

TheRMBFurion
June 14th, 2008, 02:59 PM
I have been working on the design of this weapon for a bit and would like some thoughts on the flow of the design and inner workings pertaining to this... Gatling Rocket Launcher. Keep in mind that this is an alpha and the details within this design will vary. The extrusive details are temporary.

The barrel rotates, the top barrel houses the payload and the upper left barrel houses the rocket that will be shot out. The large ugly thing above the shoulder mount is to equalize the weight for stability. The rest of the design should be self explanatory.


http://img225.imageshack.us/img225/660/gatrlcn5.jpg
http://img262.imageshack.us/img262/5899/gatrl2za8.jpg
http://img262.imageshack.us/img262/453/gatrl3cw6.jpg

Hunter
June 14th, 2008, 03:22 PM
Looks more like a vehicle... When do you hold it? Won't the wing like things on the back get in the way of the arm?

And I can't see how big this weapon actually is. Because I would guess that the rockets are the size of the master chiefs arm...

Corndogman
June 14th, 2008, 04:12 PM
the renders look really blurry, make sure you turn the smoothing all the way down when you save the jpeg.

Con
June 14th, 2008, 07:02 PM
Looks like it'd be a sentinel variant before it'd be a gun, and not a good one at that. Just keep practicing though, looks like some of my earlier work.

Anton
June 14th, 2008, 11:44 PM
I like the look, and why wouldn't he just disable blur or whatever in render settings?

NuggetWarmer
June 14th, 2008, 11:51 PM
HOLY SHIT

WHERE ARE ALL YOU NEW PEOPLE WHO CAN MODEL BETTER THAN ME POPPING UP FROM

STOP IT, IT DEPRESSES ME.

OH MY GOD! I DON'T KNOW! WE NEED TO STOP THIS IMMEDIAT- OHWAIT

TheRMBFurion
June 15th, 2008, 06:51 AM
From this you can see the rockets, and the size of the gun. The rocket size has it's own story dealing with chemical and minor nuclear reactivity when detonated.

The RL itself pretty much is suppose to have the capacity to guide the rockets using a compass/gyroscope embedded within the sight behind the zoom camera. The only problem with that being used within the RL chaingun is that the recoil would cause the gyroscope to jump around an excessive amount so I have decided to use the other explanation, a laser guided system, using a laser right above the zoom camera within the gun sight, exiting through a single lens.

The weight of this weapon would cause whoever wielded it to become slowed, much like with the missile pod on halo 3, but with much more of a walk. The only real danger from this would be if a sniper were to look in the user's direction. The size of the weapon as seen can shield a person from a normal ranged attack from one side...

But enough about the specs... The model is ready for crit and suggestions to help it and add to it's flavor.

http://img205.imageshack.us/img205/6812/gatrlposelx4.jpg

DaneO'Roo
June 15th, 2008, 08:54 AM
I find it hard to believe you did that with a mouse, I could very likely be wrong, but I just doesnt look like you used a mouse

No, from what I've seen, your just really shit with a tablet.

No offence.

I myself, don't have a tablet, everything I do is with a mouse, and I would say I manage pretty fucking well.

Chainsy
June 15th, 2008, 12:24 PM
Well, honestly, by the way you used your luangage, I feel you meant offense. But I respect your opinion, and Ill continue on with the topic at hand.
Anyways, I never really like the marines, for the one reason that theyre weak. One of the weakest aspects of the marine, was that they seemed too human, and the reason was simple, their faces were exposed. Prison gaurds down in texas often wear dark tinted sunglasses so that it de-humanises them, and gives the prisoners fear. A human gains communication through the eyes, and once that is gone, were able to do the most brutal acts. Well Ive been grunging around in ideas, thinking of good designs,and surprisingly when after danes remark up there, it gave me a new idea, so I sketched this up quickly in 5 minutes, and looked like a pretty good design overall. The details such as the body will change, what I want your opinion on is the mask, what should I take off, and what should I add. What I used was a 1700 px by 1600 on a greyscale setting in Photoshop Cs3. Once I get the design down, Ill release a much more detailed, and better drawn concept.
http://i186.photobucket.com/albums/x20/cartsizzle/marine.jpg

Con
June 15th, 2008, 12:28 PM
No, from what I've seen, your just really shit with a tablet.

No offence.

I myself, don't have a tablet, everything I do is with a mouse, and I would say I manage pretty fucking well.
Saying someone's "really shit" isn't the best choice of words, no matter what you meant.

rossmum
June 15th, 2008, 01:36 PM
In a game where we're fighting a battle of survival against aliens, I get the feeling that's the general idea. They're supposed to look human.

Chainsy
June 15th, 2008, 01:55 PM
Yes, but in war, dont you want to look as sinister and imposing as possible? I would react much differently to a guy with nothing in his face strolling in, then with one with a mask glaring down on you. Without eye contact, or even faces, you cant connect to the thing in front of you, and it makes something like a usual marine become something much more scary. Also it just looks kick ass.

TheRMBFurion
June 15th, 2008, 02:13 PM
The Game... Army of Two comes to mind Chains... Nice work on the drawing, though what is that thing on the right.

Chainsy
June 15th, 2008, 02:29 PM
I was bored, did an up-close on the face, came out weird. And actually I was looking at killzone refs more for it, because I just love that game.

rossmum
June 15th, 2008, 05:16 PM
Yes, but in war, dont you want to look as sinister and imposing as possible? I would react much differently to a guy with nothing in his face strolling in, then with one with a mask glaring down on you. Without eye contact, or even faces, you cant connect to the thing in front of you, and it makes something like a usual marine become something much more scary. Also it just looks kick ass.
No, I'd try and look as practical as possible...? :confused2:

Chainsy
June 15th, 2008, 05:25 PM
The most practical thing to do during a war would be to affect and hurt the enemy in anyway you can, such as morale and confindence. A faceless enemy popping up and doing ambushes, is much more scary then an obviously known threat and will make enemies experience anxiety, fear, paranoia, and eventually some will even go insane and have a nervous breakdown. Theyve even started covering up marine faces in halo wars, because they identified this trait. Even nowadays in iraq, soldiers will often wear bandanas or cloths over most of theyre face and then sunglasses, Im just making the mask be able to do something, like letting marines survive the use of gas grenades, or chemical warfare, without getting hurt,it also has night vision and a cup holder.

Anton
June 15th, 2008, 09:53 PM
In several videos my cousin has sent back to us in Iraq, they are wearing masks like the ones in Army of Two. My cousin say the soldiers just choose to wear them, but I understand what Chains is saying.

rossmum
June 16th, 2008, 12:22 AM
The most practical thing to do during a war would be to affect and hurt the enemy in anyway you can, such as morale and confindence. A faceless enemy popping up and doing ambushes, is much more scary then an obviously known threat and will make enemies experience anxiety, fear, paranoia, and eventually some will even go insane and have a nervous breakdown. Theyve even started covering up marine faces in halo wars, because they identified this trait. Even nowadays in iraq, soldiers will often wear bandanas or cloths over most of theyre face and then sunglasses, Im just making the mask be able to do something, like letting marines survive the use of gas grenades, or chemical warfare, without getting hurt,it also has night vision and a cup holder.
Dunno who taught you that, because the best way to scare the living shit out of an enemy is to actually kill them. Being unseen is preferable to being spotted which makes that utterly redundant, and failing that it's preferable to kill the enemy, not fuck around with face masks or goggles or whatever else. No soldier I know of wears a gas mask just to look scary, anyone who thinks that's official practice or should be needs to lay off the games and action movies.

Gas attacks? Alright, that makes sense. Looking scary? No.

Chainsy
June 16th, 2008, 12:46 AM
Learn phsycological warfare. A a natural thing is to fear the unknown. Seeing as the covenant are extremely religious, the uknown or different will scare the living shit out of them. Master Chief has his face covered up, and they consider him a "demon". No matter how small it may seem somehting as in-signifigant as a mask can cause a huge morale shake on the opposing force. Al-queda cover up their faces with turbans and cut off peoples heads on youtube, the renegade african goverments make the childs kill their parents to break them into docile, obedient soldiers. Phsycological warefare is a huge part, and doing something as small as wearing a mask, has the practical uses of night vision, gas attacks, but also adds this boost of morale destruction. Its not a simple matter of just scaring them, its a matter of combining an assault in both physical and emotion spectres that can amke an opposing force so strong. The romans for example, were knwn never to smile, and were not known bluffers. After settling a large dispute with Egypt and another country another country tried to plow in and take advantage of egypt in this weak form. The romans forces were spread thin by the barbarian wars, but no one outside of rome knew this. So they sent a lone senator with 2 escorts carring the roman symbols of power. They rode up to a full 10000 men and asked to see their leader. The leader came forward and asked " What is a senator doing in Egypt, go back to rome!"
The senator replied " The question is, what are you doing in Egypt? If you take any step other then east, you and your men will be killed on the spot by the hidden roman army."
This roman army was not here, but all the leader knew was the reputation of the romans as no bluffers, and here was a senator with the symbols of power. Fearing what was not there, the leader ordered a full blown retreat back. Because of using something as small as some symbols, they held back 10000 men. I can easily bring up some more examples, but I dont want this web page to burst from this one post.

rossmum
June 16th, 2008, 01:30 AM
Dude, I fucking know psychological warfare. I also know "not getting yourself killed by being a dumbfuck" warfare, and the latter takes precedent. Come back and lecture me when you're in the armed forces, until then, don't try and tell me you know more on the matter than I do. Find me an example of one modern, organised armed force which wears masks and such purely to scare the enemy. There are none. Soldiers wear scarves and shemaghs around their faces to keep the dust out and stop the sun glaring off their skin. SAS troops wear gas masks while on CT ops because they use flashbangs and gas grenades in close quarters. Gask masks cut peripheral vision, they're cumbersome, and nobody in their right mind uses them when they don't need to.

Learn practical warfare.

Chainsy
June 16th, 2008, 01:38 AM
Obviously were both stubborn as mules and wont budge our opinions any further then the other will. And Ive think weve gone off topic for way too long. I havnt been trying to insult you, and when you start to cuss in frustration is when I decide to stop this debate. If your that mad as to result in that rude comment, I wont participate in this anymore, if you truly desire to continue this, though I would be utterly stumped to as why, you can contact me in the pms. Since no one else other then rossum has any opposition towards the design, I will continue up with a full cocnept.

rossmum
June 16th, 2008, 01:59 AM
I haven't insulted anyone so I don't know what the hell post you've been reading. Clearly none of my other 8,000-odd, otherwise you'd realise I swear like fucking crazy no matter what kind of mood I'm in.

Don't accuse me of trying to be rude when I'm damn well not, thanks.

Chainsy
June 16th, 2008, 02:03 AM
Your not helping your cause.

Timo
June 16th, 2008, 04:01 AM
This stops here.

Kalub
June 16th, 2008, 04:12 AM
I'd prefer if it didn't though. It seems ross can argue....



Who knew?
If you don't know I'm kidding kill yourself, also +rep ross

rossmum
June 16th, 2008, 05:16 AM
This stops here.
does 'this' include his inability to take honest criticism without flaring up or not

also

g0q6J4DwfU8

Chainsy
June 16th, 2008, 08:28 AM
Its looking good, but can you show us how they work on a moving target or in a frantic situation?

Hunter
June 16th, 2008, 11:29 AM
Final:
http://i58.photobucket.com/albums/g268/martynball/Final_Renders.jpg

Poly Counts;
Polys: 3, 703
Verts: 5, 149

Separate Images:
Top View (http://i58.photobucket.com/albums/g268/martynball/Top.jpg)
Front View View (http://i58.photobucket.com/albums/g268/martynball/Front.jpg)
Side View (http://i58.photobucket.com/albums/g268/martynball/Back.jpg)
Back View (http://i58.photobucket.com/albums/g268/martynball/Side.jpg)
Perspective 1 (http://i58.photobucket.com/albums/g268/martynball/Perspective1.jpg)
Perspective 2 (http://i58.photobucket.com/albums/g268/martynball/Perspective2.jpg)

PenGuin1362
June 16th, 2008, 11:37 AM
nice projection setup. Also post a wireframe and tri count. Right now it looks rather good but wireframes are important.

Hunter
June 16th, 2008, 11:56 AM
Wireframe:
http://i58.photobucket.com/albums/g268/martynball/Left_Wire.jpg
I got to go now though so I will get you a tri count another time.

Roostervier
June 16th, 2008, 12:05 PM
That looks much better than it used too. Still not completely accurate, but it's a nice model. Also, quit posting the polys and post the tris. There can be several triangles in one polygon.

PenGuin1362
June 16th, 2008, 02:08 PM
looks pretty clean. Also he's right ^.

Hunter
June 16th, 2008, 03:18 PM
Triangles: 9437

Obviously I will make a lower poly/tri version. Lol.

rossmum
June 16th, 2008, 06:06 PM
ItpP0guTeUM

Chainsy
June 16th, 2008, 06:33 PM
I really like the 1st ones overall range and its rate of fire plus low recoil, but the sights seem to make it very hard to aim. The 2nd one i like its sheer force, but because of the recoil, it makes you have alot of trouble getting the reticle on the right spot. The 3rd ones reticle I absolutely love, it seems to be the first 2 combined and would be my choice for long range. Has overall good recoil, very easy to use reticle aiming, has plenty of power behind it, and has a reasonable rate for such a powerful weapon. If you fix the 1st ones reticle to be more aiming friendly, or maybe spread out the shots for an easier hit, it will be my favorite.

rossmum
June 16th, 2008, 06:40 PM
The first one's reticle is dead true to real life and its accuracy is close as well.

Gameplay can go fuck itself, I make these for more realistic combat, not CSS hitscan/cone of fire bullshit.

Chainsy
June 16th, 2008, 07:06 PM
Shouldve mentioned that before so I can save my crit for someone who will actually want to change it.

fatso784
June 16th, 2008, 09:07 PM
Fucking LOVE the realism there, rossmum. What you're going for is truly worth it. All these games that advocate run and spray techniques aren't true shooting; this is.

rossmum
June 16th, 2008, 10:28 PM
Shouldve mentioned that before so I can save my crit for someone who will actually want to change it.
I'm a realism nerd, I assumed it went without saying. Particularly as I did quite plainly go out of my way to make the sight like that and get rid of as much gamey shite as possible.

Still, no harm done.

Chainsy
June 16th, 2008, 10:33 PM
True, are you planning are using these for anything in particular? Or just showing off your skill?

rossmum
June 17th, 2008, 02:31 AM
Gmod RP script, most likely. Possible applications in a mod away down the track, currently writing up a storyline.

Kalub
June 17th, 2008, 04:00 AM
Hello Iron Maiden, would you like to go to prom with me?



Oh wait, prom is a myth. :downs:

Hunter
June 17th, 2008, 08:18 AM
Looks awesome ross.

Also, does this look ok so far?
http://i58.photobucket.com/albums/g268/martynball/Progress_Unwraping.jpg

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

rossmum
June 17th, 2008, 08:48 AM
Yeah, looks good.

I really should learn to UVW... D:

Hunter
June 17th, 2008, 08:49 AM
I have just guessed how to do it. Lol

Also, smoothing groups.. from what you can tell does it look like I use them right? Because I have never watched a tutorial or anything telling me how you use them...

rossmum
June 17th, 2008, 08:52 AM
Yeah, they look about right

Hunter
June 17th, 2008, 09:00 AM
Okay. Good.

Corndogman
June 17th, 2008, 04:47 PM
Looks a lot better than my UV templates hunter, Something looks off on the inside of the handle though, behind the trigger. fix that and finish it up, give it a nice texture.

smoothing look fine, I've never used a tutorial either, its not hard to figure out.

Hunter
June 17th, 2008, 05:32 PM
smoothing look fine, I've never used a tutorial either, its not hard to figure out.

I know. I was just checking :D

Hunter
June 19th, 2008, 10:29 AM
I really don't like this Unwrapping crap Lol. This is what ive done so far.
The actual final unwrap template render will be a lot bigger for more detail.
http://wmhunterwm.byethost22.com/images/uvw_render.jpeg
http://wmhunterwm.byethost22.com/images/laser_unwrap.jpeg

kenney001
June 22nd, 2008, 05:41 PM
http://i148.photobucket.com/albums/s13/kenney001/BMWZ4RENDER.jpg (http://i148.photobucket.com/albums/s13/kenney001/BMWZ4RENDER.jpg)

The model is still not done: (DEFFINATELY STILL A WIP)
-I havent made an interior
-emblem details
-some of the part seams are a little messy
-Some parts have no material assigned to them, so they are black or grey
-the black rim around the side windows looks....eeh...gross
-i am missing details such as the whipers
-the two halves arent sealed.
-The spoiler was not my idea. it was for a friend, but i dont think it looks that bad...even if its on a BMW.
-i forgot to texture the barrels on the far left......oops

alby
June 22nd, 2008, 05:42 PM
You should clean up the front by the grill, and the headlights look a little bumpy. The rims look good, and I really like the scene in the picture. I used to model cars like two years ago but I never finished any of them. I should really get back to those projects of mine. Hope that it turns out good, you should also post a render of the back end.

Limited
June 22nd, 2008, 05:43 PM
@kenny
Side mirrors need a bit of work, seem a tad too high. Looks great though.

kenney001
June 22nd, 2008, 05:44 PM
Thanks and that is one of my troubled parts i know. I just wanted to test my scene. Its actually pretty clean other than the seam, just the reflection makes it look all unsmooth and dented.

And the rear is still un-materialed and I dont have the time to do it right now...I will later.

kenney001
June 23rd, 2008, 02:04 AM
@kenny
Side mirrors need a bit of work, seem a tad too high. Looks great though.

I thought so too but the blueprint told me otherwise..

http://www.topcarphoto.com/images/bmw11.jpg



EDIT: oops sorry for the double post guys..

Tweek
June 23rd, 2008, 04:17 PM
done.

http://xs128.xs.to/xs128/08252/ut3-female_full892.jpg
http://xs128.xs.to/xs128/08252/ut3-female_detail-wire863.jpg

unwrapping time

Con
June 23rd, 2008, 04:39 PM
It turned out very nice Tweekie! Make sure you give her some tatoos or something, that would really top it off.

Chainsy
June 23rd, 2008, 08:31 PM
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3

Reaper Man
June 23rd, 2008, 08:37 PM
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3
n, it is practical for buttsex. Nice model, Tweek, I agree with con on the tattoo idea.

LlamaMaster
June 23rd, 2008, 09:21 PM
It's nice, but I hate how the ass is exposed.

teh lag
June 23rd, 2008, 09:28 PM
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3


n, it is practical for buttsex.

:lmao:

Also, those spikes must be painful to be poking you there all day :(

kenney001
June 24th, 2008, 01:33 AM
or exciting?

Pooky
June 24th, 2008, 02:46 AM
Cool, tweek modeled a really expensive prostitute

Tweek
June 24th, 2008, 01:07 PM
It's nice, but I hate how the ass is exposed.

gay

LlamaMaster
June 24th, 2008, 01:56 PM
gay
Sorry for not being sexually attracted to 3D models. Gosh, I'm such a faggot. :rolleyes:

rossmum
June 24th, 2008, 09:22 PM
Proportions look out, to me.

Also,

http://img145.imageshack.us/img145/9538/combinedmrok1.jpg

yay/nay, and apologies for how small I drew it :gonk:

e:

PHOTOBUCKET BROKE IT HANG ON

e:

fixed

Apoc4lypse
June 25th, 2008, 03:11 AM
damn, thats cool ross, needs more angles though.

About the proportions, I know what your saying, but I think it has to do with the way the front of the gun looks, I like it, if anything either the front of the gun seems to big, or the back seems to small, thats about all I see thats wrong, I'm not a weapons expert though. Either way I love it.

EDIT: If theres a bi-pod on it actually I'd consider trying to scale up the rear of the gun a bit more then.

rossmum
June 25th, 2008, 04:11 AM
I meant the proportions on Tweek's chick. :P

Tweek
June 25th, 2008, 09:28 AM
I meant the proportions on Tweek's chick. :P
and you were wrong :P

Apoc4lypse
June 25th, 2008, 02:16 PM
oh... wasn't really looking at that lmao.

EDIT: I see what you mean actually, I think its cuz of the shape of some of the armor though, the body seems fine though. (around the hips and shoulders)

Invader Veex
June 25th, 2008, 09:52 PM
Am I on the right track?

http://img237.imageshack.us/img237/6572/aron4.png

Con
June 25th, 2008, 10:07 PM
Cool rifle Ross, I wish I had an adjustable butt.

Also, Nice work so far Veex. Just watch the scratches. You have too many scratches in some areas where it likely wouldn't scratch, and not enough in high wear areas.

Tweek
June 26th, 2008, 05:19 AM
you need to toptimise around the grip, at the edge loop above where the knob-stuff ends. you don't need those, they don't define anything.

Huero
June 26th, 2008, 07:05 PM
http://img293.imageshack.us/img293/5716/pretzelconceptre4.jpg
So I was bored and decided to doodle a level from overhead; I come up with this, inspired by something I found on /wg/
Basically, the circular thing in the middle is a park-ish area. It's nice, and is the polar opposite of everything else around it. Everything else is industrial-ish, big buildings billowing smoke. The two rectangles on either side are bases; they're indoors. They have elevators leading UP to the park. The pathway with the question next to it, "This or tele?" is basically just held up by steel thick cables. I figured I might want to just bypass it entirely with teleporters, but now that I think about it, that makes it a tad too easy to get into their base and spawn camp. The little buds coming out of the bases are floating platforms that make their way to the crescent shape, and come back. They'll probably be on tracks. The crescent shape is just a platform on a lower tier than the circular park area, that has jump pads leading up to it.

Yes, I know it isn't much, but I figure I'd just put it on here for a two reasons: A, should I leave the walkway or put teleporters? B, should I continue on this or just give up on it because of bad design? I know it isn't very detailed, and might not be enough to put on here. Oh, and yes, it does look like a pretzel.

Con
June 26th, 2008, 07:41 PM
tele, but make the base easier to defend (so it's more like the tele exit that gets camped)

Huero
June 26th, 2008, 07:58 PM
This concept is for Unreal Tournament 3, by the way; just how imagined it, it could go in another easily. Anyway, what would you suggest for that?
I was thinking a turret with a very limited view of the teleporter; possibly a small wall, blocking direct view of the teleporter itself, but allowing you to see them as they walk around said wall? That being their only way to get to spawns. Then again, I could just have a switch on the wall that blocks off the teleporter with a wall or something. But that requires work in Kizmet... D:

Con
June 26th, 2008, 08:09 PM
Just give the tele exit area little cover while the defenders have more. The glass wall would be a good idea too. That's what I'd do for Halo, though. I've never played UT3.

Apoc4lypse
June 26th, 2008, 11:04 PM
hmm, looks like it could be interesting, a word of advice though, if your drawing a layout try to make it obvious whats what, what you drew up is sort of messy and hard to understand other than the basic shape of the level.

I usually like to brain storm ideas on paper, then photo shop it to make it look nice later, I've even used map keys and such.

E: Oh btw, nice work with that assault rifle veex.

Invader Veex
June 27th, 2008, 12:57 AM
http://img235.imageshack.us/img235/4297/araz1.png
Rep is nice. :downs:

Anton
June 27th, 2008, 02:22 AM
Hey there, It looks very nice. I like the little details, keep improving upon your work and learn new things. There are a few scratches that show a little too much for their locations on the weapon. Overall I would give this 8/10. Just because Mr. Dano has a special place in my heart with his ~/10.


__________________________________


I've been working on this for about 4 hours now, this is the first time I've touched photoshop in awhile and definitely the first time I've attempted a web layout. I am lost on what to add and what needs to be improved. Any help would be greatly appreciated.

It's too simple, but I don't know what to do. D:

http://t1xanton.com/Images/WebDesign/Div_Styled.jpg

Con
June 30th, 2008, 01:34 PM
keep the drop shadow to one side and the same size for both the buttons and the content area. Also, redo the shineys on the buttons and come up with a more creative background/header and content area. My advice would be to take a look at other people's websites and see how they did theirs, then try to copy their ideas in your own way (if that makes sense).

TheRMBFurion
June 30th, 2008, 02:13 PM
I know a girl that that 3D suit that tweek made would be good to have on her, especially under certain circumstances ;) though that front plate would be a bitch to work with lol...

but on a serious note, Tweek, the armor on the model does not look practical nor maneuverable with those spikes as they are, unless they are a rubbery type substance, in which case I would like to know more in depth about it.

Con
June 30th, 2008, 02:39 PM
yeah I figured they'd have to be a rubber too. It'd look nice with rubber or scaly dragon leather or something and not just all metal.

Con
June 30th, 2008, 03:55 PM
http://img384.imageshack.us/img384/6681/img0087qv8.jpg

likey?

legionaire45
June 30th, 2008, 03:58 PM
yeah I figured they'd have to be a rubber too.
I thought that the guy wore the rubber :gonk:.
http://xs228.xs.to/xs228/08271/meh2356.jpg
I could use some advice on fixing the smoothing a bit and some other stuff if anyone is up to it :3.

TheRMBFurion
July 1st, 2008, 03:31 AM
I thought that the guy wore the rubber

Nope, he did it raw LOL

*couldn't resist*


I could use some advice on fixing the smoothing a bit and some other stuff if anyone is up to it :3.

I could help you a bit on that possibly, PM me

ExAm
July 1st, 2008, 06:36 AM
I thought that the guy wore the rubber :gonk:.
http://xs228.xs.to/xs228/08271/meh2356.jpg
I could use some advice on fixing the smoothing a bit and some other stuff if anyone is up to it :3.L96A1?

legionaire45
July 1st, 2008, 04:42 PM
L96A1?
Close, L115A3 (http://www.army.mod.uk/equipment/support-weapons/1459.aspx) :3.

ExAm
July 1st, 2008, 05:10 PM
What's the difference? They look almost the same cosmetically.

PenGuin1362
July 1st, 2008, 11:52 PM
You of all people should understand differences >:|

ExAm
July 2nd, 2008, 01:43 AM
maybe.

Mass
July 2nd, 2008, 02:13 AM
meh, filling up my handmade sketchbook
http://i118.photobucket.com/albums/o97/nate-the-great_photos/corporatesponsors.jpg

Reaper Man
July 2nd, 2008, 09:15 AM
I'm redoing the layout for my site, so far I have no way of navigation with this template, but I will add navigational tabs or something later. I need some suggestions on how to present the text more interestingly, as you can see I'm trying to go for a minimalistic, yet stylish look (at least I hope you can see that, lol). Also, something about the thumbnails just doesn't look right, somehow they look tacky, whereas the large image seems to fit in with the theme quite well.. I really need suggestions to improve this quick mock-up.

Crit in general please? I'm really stuck with it, as I can't get anything below the large image to look like it belongs..
http://img123.imageshack.us/img123/6150/templatemockupqe3.jpg

Rob Oplawar
July 2nd, 2008, 09:49 AM
off the top of my head I would suggest you try giving the thumbnails the same sort of muted color palette, but I fail at graphic design, so don't take my word for it.

And I know what you're going for with the logo, and I know you did it differently, but it's still incredibly reminiscent of the Aperture Science logo. You just can't help but think of something entirely different when you look at it, and that's definitely not the desired effect of a logo.

e: oh, and the LED style text is tacky. I think you should use a different font- a fixed width font like Courier New would do better, imo.
But then, I <3 fixed width, being a programmer and all.

JunkfoodMan
July 2nd, 2008, 12:50 PM
That N in Nature looks like an M to me x_x

Reaper Man
July 2nd, 2008, 01:33 PM
Changed the digital font. Too tired to do anything else tonight.

Con
July 3rd, 2008, 02:51 AM
Digital sketch

http://img45.imageshack.us/img45/3723/13363590qj2.jpg

Anton
July 3rd, 2008, 03:01 AM
Hmm, I like that Con. How much further are you planning to go with it? I'd like to see more.

Reaper Man
July 3rd, 2008, 06:23 AM
With the help of Snaf, I have refined the design a bit. He suggested I use sepia-toned thumbnails that reveal their color on mouseover. I'm just curious if they look better with color/sepia since I doubt that my main picture will permanently be sepia-toned.
http://img365.imageshack.us/img365/3655/templatemockupau6.jpg
coloured thumbnails:
http://img365.imageshack.us/img365/7523/templatemockupcolorlinkcd8.jpg

Con
July 3rd, 2008, 12:48 PM
Those lines in the background draw my eye to the edge of the page and not to the content.

Con
July 3rd, 2008, 12:50 PM
Hmm, I like that Con. How much further are you planning to go with it? I'd like to see more.
I was thinking I'd keep going with it and turn it into a full out "painting".

Reaper Man
July 3rd, 2008, 11:10 PM
Those lines in the background draw my eye to the edge of the page and not to the content.
Any suggestions on what to do with them?

Con
July 3rd, 2008, 11:13 PM
fade the ends maybe

the page would be a lot nicer with the title up top instead of taking up space on the side. A larger page could let you show higher res pictures.

Reaper Man
July 3rd, 2008, 11:17 PM
fade the ends maybe

the page would be a lot nicer with the title up top instead of taking up space on the side. A larger page could let you show higher res pictures.
The reason I made the page as such is because I want it to be functional on laptop screens, also, I plan to make it so that when one clicks on an image, it will pop up bigger (java applet).

Hunter
July 4th, 2008, 05:11 PM
http://i58.photobucket.com/albums/g268/martynball/AR3.jpg
http://i58.photobucket.com/albums/g268/martynball/AR4.jpg
http://i58.photobucket.com/albums/g268/martynball/AR4_Wireframe.jpg
http://www.modacity.net/forums/%5BIMG%5Dhttp://i58.photobucket.com/albums/g268/martynball/AR4_Wireframe.jpg%5B/IMG%5D

Con
July 4th, 2008, 08:11 PM
Why is everyone making battle rifles and assault rifles and spartan lasers and spikers? There's lots of other weapons to choose from :( The shotgun feels left out, as does the SMG and the needler.

Rob Oplawar
July 4th, 2008, 08:57 PM
Shotgun and needler yes, but the SMG can suck my balls.

Hunter
July 5th, 2008, 07:12 AM
Thanks for the Crit on it anyway... *sarcasm*

And I am making it because I want to.

Edit: I wasn't going to bother posting it here, because Tweek comes's and has a childish remark. Or no one comments, they just comment on why I make it?

Just comment on the model and not what it is or why I am making it please.

Bodzilla
July 5th, 2008, 08:49 AM
see but what your missing out on Hunter is the biggest assett in any sort of creative process is to stand out, to be different and to have a different style.
skill can only take you so far, most times it comes down to more then that, and by making the same gun as everyone else, you can just look at everyone else's crit and get the same feedback :/

it's why Dano stands out, because he put in the extra effort and challenged himself to learn new skills and be different.

Hunter
July 5th, 2008, 10:05 AM
You are correct although as I have stated many times before, I am making all of the Halo 3 Weapons. So I will be making the same weapons that everyone else is. But I am making ALL of them.

After that I don't know what I will do, I may make custom designs or make modern weapons.

Pooky
July 6th, 2008, 01:37 PM
But I am making ALL of them.

Then if you want anyone to be interested, make the ones that haven't already been done a million times before. By the time you're finished with those, you should have the skill to make all the generic crap.

DaneO'Roo
July 7th, 2008, 02:59 AM
The AR has been done 12 thousand times. Baww.


Shotgun and needler yes, but the SMG can suck my balls.

http://img67.imageshack.us/img67/4661/render1zv9.jpg

lulz I skinned a gun I also hate.

Anton
July 7th, 2008, 07:54 AM
Sexy, but I will leave a better critic/or whatever in your Gallery Thread.

Rob Oplawar
July 7th, 2008, 12:04 PM
you repost the smg, i repost my crit:
I hate the SMG, and yet somehow that pic shows off one of the sexiest guns I've seen on this forum. Bravo.

Disaster
July 7th, 2008, 12:13 PM
I have to agree with rob. That thing looks amazing.

Rentafence
July 8th, 2008, 12:05 PM
Hey, I love the smg. It's the coolest gun ever. Picatinny rails are wrong though.

Hotrod
July 8th, 2008, 09:10 PM
As I've said before, that SMG is near perfect, one of the most beautiful guns I have ever seen created for a video game. The only problem that I have with it is that there's nothing to complain about it, so I guess that it's perfect.

Pooky
July 9th, 2008, 02:19 AM
Well I can see one thing wrong with it... but that's a problem with the model. The way it's designed, the magazine is too long to collapse the stock. it would be almost past the back of the gun.

SnaFuBAR
July 9th, 2008, 03:00 AM
not really. i have the h2 model, and it's fine.

Pooky
July 9th, 2008, 03:02 AM
not really. i have the h2 model, and it's fine.

I could be seeing it wrong... but then it is a custom model, not the one from Halo 2.