View Full Version : Quick-Crit 2008-2009
neuro
December 18th, 2009, 05:02 PM
FYI warlord don't use filters if you are. it looks to me that you are, or your using a brush and stamping it.. It just shits things. I learned the hard way.
Okay guys so I have been the past 2 days doing exams and midterms for my classes. So I'm behind about a day of sleep. So I'm working slow. And about falling asleep now. But here.
http://img694.imageshack.us/img694/6661/copierpaperboxtexture.jpg
EDIT: Got rid of that white line on the edge I just noticed.
ARE YOU SERIOUS WITH THIS!?
Terror(NO)More
December 18th, 2009, 05:09 PM
@ Hunter yea I know but if you didn't see the other one. On the edge of the corner closest in the view it had the white UVW line. But now it does not. OCD it bugged me. lol.
1. Yes I am serious.
2. Its not going in game.
3. If it was Id redo the texture on a 256x128.
So yea I know its a big texture. It's for pretty renders, is all. Scenes.
EDIT: fuh at me double post, sorry
Disaster
December 18th, 2009, 05:28 PM
1. Yes I am serious.
2. Its not going in game.
3. If it was Id redo the texture on a 256x128.
So yea I know its a big texture. It's for pretty renders, is all. Scenes.
EDIT: fuh at me double post, sorry
You have no idea what your fucking doing. Read some texturing articles or some shit. There is absolutely no detail on that texture other than some extremely subtle color variation.
ICEE
December 18th, 2009, 05:40 PM
in all honesty I don't know how much detail your going to get out of a box. It looks like something that would be made of hard blue plastic or something. May as well just apply the color blue and the rest is in the shader.
E: I guess technically it would be entirely in the shader....
Terror(NO)More
December 18th, 2009, 06:44 PM
You have no idea what your fucking doing. Read some texturing articles or some shit. There is absolutely no detail on that texture other than some extremely subtle color variation.
Well, Id appreciate if you didn't come trolling in and reading the last post.
If you read previous post you would see that I just started it. And its only 10mins. No detail or anything really yet, but base. I'm not going to get into it with you, I'm not putting myself in the position of being on the bad side of the forums again. People are civil with me now, and I like it a lot.
Ive not had but about 5 hours of sleep in past 2 days because I've had midterms. 60% of my average grade.
I'm dead and really not functioning. Lol.
@ ICEE you can have good amount of detail on a box.
http://img191.imageshack.us/img191/4830/wornbox.jpg
Hunter
December 18th, 2009, 07:07 PM
No offence, but do you realise that most people reading your posts are just laughing? Terror?
Don't want to put you off, but the first thing you need to do, is watch modelling tutorials, because you don't have the hang of that, so you can't unwrap.
Yeah, its just a box, but you said its just for renders, so the box model doesn't need to be literally a box. You could add more detail, like the creases in the sides, labels and edges of the cardboard where it is glued or whatever.
And, why a box?
Out of all interesting objects, you chose to make a box to make pretty renders... how can you make a pretty render when you don't have a pretty object?..
A box?....
And where you serious when you said that it took you 10 minutes? I hope not.
Seriously though, it seems like I am giving you shit and putting you down, but I don't know what else to say, you just need a bit of a kick up the ass or something. Get with it, look at your work, does it look good to you?
Do this:
1. Open web browser
2. Load youtube up.
3. Watch modelling and unwrapping tutorials.
4. Fuck around in max and get to know the tools and how modelling works.
5. Make your, box? and then unwrap it....
I dunno what else to say Lol.
Disaster
December 18th, 2009, 07:15 PM
Why would you post 10 minutes of work on a terrible base texture that has no variation or uniqueness at all? Don't have the same pattern repeating over and over again for a base texture.
ICEE
December 18th, 2009, 07:30 PM
@ ICEE you can have good amount of detail on a box.
http://img191.imageshack.us/img191/4830/wornbox.jpg
If you can have that much detail, why don't you? I get that you have to start with a base texture and work up to something nice, but you shouldn't post it until you reach the "something nice" step. if everyone did that this thread would be massive. when I animate, I don't give renders until the animation is in a mostly complete state, where criticism is applicable. I suggest you try and do the same.
Roostervier
December 18th, 2009, 10:47 PM
ugh
everyone shut the fuck up. terror, youre looking kind of clueless buddy. your unwrapping isnt all that terrible considering its a box, but dont go lecturing anyone on textures, okay? everyone else, no need to give him lessons or order him around. just give him advice once; if he doesnt take it dont force feed it to him
e: and just to be clear, that means quit flinging shit at eachother
SnaFuBAR
December 18th, 2009, 11:40 PM
Terror, you're going to do render scenes of a fuckin' box? Really? I think you're just saying that because people are getting on you about the work quality. Every time you show up and post something, you get crit, switch gears about your work, don't improve it, then disappear again. How often do you even practice in 3ds?
No seriously what pretty render scenes are you going to do with a paper tray? I think you're actually making props for ingame.
Maniac
December 19th, 2009, 01:06 AM
shit crit.
Terror, if you are looking for what you have now, you could just tile a seamless texture on that object.
If you want to add detail, you should start with a black and white (bump) texture, make the details in that (white, high and black, low).
Add different height levels, make beveled indents, make an alpha channel to show or hide opacity. It helps to make all the different height levels in different layers.
Then add a diffuse, (if the object is "worn") you will want to add "worn" details, mostly on the corners and hard edges.
Either bake the bump to the diffuse or add as a halo bump map, depending on the shader type used. (environment shaders are the only ones that can use a halo bump map)
Con
December 19th, 2009, 02:25 AM
I get that you have to start with a base texture and work up to something nice, but you shouldn't post it until you reach the "something nice" step.
This is a good point, but some of the comments were unnecessarily harsh.
No offence, but do you realise that most people reading your posts are just laughing? Terror?
Really, you didn't need to say this.
Yeah, its just a box, but you said its just for renders, so the box model doesn't need to be literally a box. You could add more detail, like the creases in the sides, labels and edges of the cardboard where it is glued or whatever.
This is what I suggested to him. I hope he goes through with it.
And, why a box?
Out of all interesting objects, you chose to make a box to make pretty renders... how can you make a pretty render when you don't have a pretty object?..
A box?....
Why not? When you're practicing, anything goes. This has proven to challenge him just as any other object would.
And where you serious when you said that it took you 10 minutes? I hope not.
We're not all at the same skill level, so please leave that aside.
Let's be more constructive here--Maniac make a great post. Whether terror chooses to take our advice or not is his problem.
ICEE
December 19th, 2009, 03:42 AM
I don't think I'm being harsh there con, at least I didn't intend it. All I was really trying to say is that there is a process to developing assets. Rendering for criticism comes later in the process. I didn't make any put-down remarks, I didn't assume he isn't capable of creating quality work. I apologize for any misconception
Llama Juice
December 19th, 2009, 03:15 PM
http://www.llamajuice.com/img/AlleywayFun6.png
http://www.llamajuice.com/img/AlleywayFun7.png
http://www.llamajuice.com/img/AlleywayFun8.png
Been playing with world settings, and added a bunch of objects. Made some foliage and added that in as well to try to break up the ground. I'll be working on the windows and such later today.
Ki11a_FTW
December 19th, 2009, 03:18 PM
im liking it llama!
Heathen
December 19th, 2009, 03:38 PM
vH5ZLOQinrc
looks nice.. The part where he wobbles a bit was a little off but I'm not sure what could be done to fix it.
t3h m00kz
December 19th, 2009, 04:15 PM
I think the bowling ball toss seems kind of weak.
Disaster
December 19th, 2009, 05:56 PM
Looks really good Llama.
Heathen
December 19th, 2009, 06:45 PM
I just got what could be fixed about bowling animation thing.
The wobbly part, have his forwardmost foot come off the ground a little bit.
Terror(NO)More
December 19th, 2009, 09:46 PM
Liking it more and more llama, and @Hunter if I recall I said its going into a scene I am making not just a render of it.
Con
December 19th, 2009, 10:02 PM
Llama, that looks amazing. I think it just needs less brick.
Terror(NO)More
December 21st, 2009, 02:33 PM
http://fc01.deviantart.net/fs51/i/2009/267/4/f/Drawer_by_jobyek.png
Just wondering, the guy who did this could have done better on his UVW right?
neuro
December 21st, 2009, 02:35 PM
yes, lots.
(assuming the empty space at the top is in fact, empty)
Chainsy
December 21st, 2009, 02:51 PM
It's not empty.
Limited
December 21st, 2009, 05:29 PM
It's not empty.
It contains the edges of the box, from the z axis. Basically a very small edge with a massive amount of space wasted.
Should have unwrapped it edge poly by edge poly which would allow it to be split and just placed any where whilst saving a ton of space.
I would have done it like this, pink bits are totally wasted...
http://img14.imageshack.us/img14/9176/unwrap.png
ExAm
December 21st, 2009, 06:21 PM
Perhaps he was trying to keep the texture resolution to scale on every part of the model?
Limited
December 21st, 2009, 06:23 PM
Perhaps he was trying to keep the texture resolution to scale on every part of the model?
Why on earth would some one do that, on bits that don't get seen that much/are small.
When big bits, such as the top have a smaller size because it cant use the space wisely.
Terror(NO)More
December 21st, 2009, 06:56 PM
Yay, debate over textures and UVW's I need to find out what is right and wrong so go at it ^^.
Limited
December 21st, 2009, 07:19 PM
I'm no expert by the way, I'm just making a logical guess and using common sense.
n00ber
December 21st, 2009, 08:21 PM
http://img188.imageshack.us/img188/5797/m16a2.jpg
i need to finish dis bitch
Hunter
December 21st, 2009, 08:32 PM
That looks decent. Wire frame?
Spartan094
December 21st, 2009, 09:15 PM
http://img188.imageshack.us/img188/5797/m16a2.jpg
i need to finish dis bitch
http://i214.photobucket.com/albums/cc286/Brandon094/m16a2.jpg
First I don't model but those look wrong to me, I know your not done with some other parts which is why I didn't circle them. Magazine look abit to blocky and sharp on the edges and seems to pushed in and should be more curved, could add more poly's to the barrel in FP, if thats a clay render something is wrong with the smoothing on the stock. You know the rest. But yeah it looks really nice thou.
n00ber
December 21st, 2009, 09:41 PM
http://img130.imageshack.us/img130/5797/m16a2.jpg
its a bout 2318 tris faggotinoswithburritos
legionaire45
December 21st, 2009, 10:20 PM
Back of your lower receiver is wrong. There are a couple of styles depending on who you get your lower receiver from, but all the ones I have seen look something like these:
http://farm4.static.flickr.com/3261/3304047622_3654115080.jpg
http://www.gunsmokeenterprises.net/images/AR15_Lower%20Receiver_Stripped.jpg
http://flambeautrading.com/images/Billet_AR15.jpg
n00ber
December 21st, 2009, 10:44 PM
Back of your lower receiver is wrong. There are a couple of styles depending on who you get your lower receiver from, but all the ones I have seen look something like these:
http://farm4.static.flickr.com/3261/3304047622_3654115080.jpg
http://www.gunsmokeenterprises.net/images/AR15_Lower%20Receiver_Stripped.jpg
http://flambeautrading.com/images/Billet_AR15.jpg
heh yea sorry bout that, i couldnt see the reciever very well from that ref that i was using :)
Roostervier
December 22nd, 2009, 02:54 PM
you should probably use multiple refs when modeling
n00ber
December 22nd, 2009, 04:25 PM
you should probably use multiple refs when modeling
i probably should, but im too lazy to look up a bunch of refs on google image :). anywaay http://img692.imageshack.us/img692/5797/m16a2.jpg http://img689.imageshack.us/img689/4307/m16a2wireframe.jpg
i need to animate dis bitch
i need to unwrap dis bitch
neuro
December 22nd, 2009, 05:04 PM
your entire gun is so lowpoly, and then you come with a 30-sided barrel.
kinda defeats the purpose of it all, doens't it?
Spartan094
December 22nd, 2009, 05:15 PM
i probably should, but im too lazy to look up a bunch of refs on google image
:effort:
http://lmgtfy.com/?q=M16 (http://lmgtfy.com/?q=M16+)
Don't forget to finish the right side.
I acutaly ment to put the "30-sided barrel" that neuro is talking about in FP not 3p since he said it looks really low poly and such. Try to do a 3p model first then FP. Might be easier for you I think.
kid908
December 22nd, 2009, 05:57 PM
http://th04.deviantart.net/fs70/300W/i/2009/356/d/8/Staring_at_the_Window_by_kid908.jpg (http://kid908.deviantart.com/art/Staring-at-the-Window-147657456)
Click for larger.
It's been a while since I submitted anything. C&C.
Bastinka
December 22nd, 2009, 05:59 PM
Very nice kid, fine detail on the eyelashes too? Smashing!
Hunter
December 22nd, 2009, 07:58 PM
i probably should, but im too lazy to look up a bunch of refs on google image :). anywaay *image* *image*
i need to animate dis bitch
i need to unwrap dis bitch
Why have you made the barrel ect more high poly? It is not needed. The amount of sides you have before was decent, maybe they did not give the best silhouette, but now you have too many...
The first version you had was fine apart from a few topology problems. I hope you backed it up. Revert to the older version. Make it high poly and texture bake the bastered.
ExAm
December 23rd, 2009, 05:09 AM
He's probably just extruding those parts out of each other, subdiv style. This is bad.
PenGuin1362
December 23rd, 2009, 12:42 PM
If you're going to be lazy, than no one cares. Go back and do it again properly, because right now, my shit has more aesthetic appeal than that.
WATCH (http://www.moddb.com/tutorials/beretta-9000-video-tutorial)
Reaper Man
December 23rd, 2009, 12:49 PM
http://th04.deviantart.net/fs70/300W/i/2009/356/d/8/Staring_at_the_Window_by_kid908.jpg (http://kid908.deviantart.com/art/Staring-at-the-Window-147657456)
Click for larger.
It's been a while since I submitted anything. C&C.
Pretty well executed drawing, but it's far too low contrast - it's all shades of gray. You need whites and blacks too to make it really pop. What sorta pencils did you use to draw it?
kid908
December 23rd, 2009, 04:10 PM
Pretty well executed drawing, but it's far too low contrast - it's all shades of gray. You need whites and blacks too to make it really pop. What sorta pencils did you use to draw it?
I really need to get a new scanner. There's alot more contrast on paper. For that image, I used General's Woodless Graphite pencils.
The paper is suppose to be white, not gray, same with the white areas of the eyes.
Reaper Man
December 23rd, 2009, 05:28 PM
I really need to get a new scanner. There's alot more contrast on paper. For that image, I used General's Woodless Graphite pencils.
The paper is suppose to be white, not gray, same with the white areas of the eyes.
I meant what range of pencils, 2B, 4B etc. Hm, have you tried adjusting your scanner's exposure settings?
A quick play-around with the curves tool in Photoshop gives this much more pleasing look:
http://img191.imageshack.us/img191/7016/qn6x6s2v.jpg
English Mobster
December 23rd, 2009, 07:01 PM
Let's play a guessing game.
I have modeled a gun from Star Wars. It is not in the movies, but it IS in at least 2 (maybe 3) out of 4 incarnations of a very popular Star Wars video game.
It was very hard to model because the particular game dates back to the early 2000s, and, although had about as dedicated of a mod following as Halo did, the weapons were severely low-polygon and were very hard to find good refs for.
Firstly, regular renders to appease Snaf (No smoothing):
http://i435.photobucket.com/albums/qq80/Mudkipz47/regularnosmooth.jpg
With wireframe:
http://i435.photobucket.com/albums/qq80/Mudkipz47/regularwireframe.jpg
Secondly, good-looking renders because I think it looks nice.
http://i435.photobucket.com/albums/qq80/Mudkipz47/claynosmooth.jpg
With wireframe:
http://i435.photobucket.com/albums/qq80/Mudkipz47/claywireframe.jpg
BobtheGreatII
December 23rd, 2009, 07:40 PM
Heavy Repeater.
What do I win?
Heathen
December 23rd, 2009, 08:29 PM
A second post!!
Hunter
December 23rd, 2009, 09:01 PM
The shapes on it are all VERY blocky.. I have never seemed to like Star Wars weapons.. They all look cheap and blocky.
Huero
December 23rd, 2009, 09:09 PM
early sci-fi gets off on blocky
NuggetWarmer
December 23rd, 2009, 09:11 PM
The handle is completely wrong.
Also, it's blocky, as previously stated.
BobtheGreatII
December 23rd, 2009, 09:14 PM
A second post!!
Modacity was being a bitch and 500'd on me. Don't blame me. :saddowns:
Hunter
December 23rd, 2009, 09:28 PM
Bob = :protarget:
Advancebo
December 23rd, 2009, 09:38 PM
http://advance.wmclan.net/advancebo/redtiger-assault%20rifle_fp.png
http://advance.wmclan.net/advancebo/redtiger_camo.png
Heathen
December 23rd, 2009, 09:53 PM
Red Tiger Camo is the stupidest shit I have ever heard of.
E: Tiger Fur itself is an eyesore and wont be much camo anywhere, but with RED tiger camo, you cant even blend in when hiding next to a tiger.
SnaFuBAR
December 23rd, 2009, 10:03 PM
http://advance.wmclan.net/advancebo/redtiger-assault%20rifle_fp.png
http://advance.wmclan.net/advancebo/redtiger_camo.png
um... good job copy pasting?
no not really.
Teltaur
December 23rd, 2009, 10:05 PM
http://i45.tinypic.com/2iiwn47.png
http://i45.tinypic.com/i24jg0.jpg
Well, I'm now texturing this same Assault Rifle for =sw=warlord.
I was wondering if you guys would mind telling me what I can to to make this skin better, and keep in mind, this is still a WIP. It'll be pretty obvious what is and isn't done, as the middle and grip plates both have pretty empty, undetailed areas:
http://img511.imageshack.us/img511/3137/ma5dforcrit.jpg
Huero
December 23rd, 2009, 10:07 PM
I don't see the purpose of the scanlines on the power button when it's a button and not a screen.
Teltaur
December 23rd, 2009, 10:11 PM
Well, =sw=warlord said he wanted a more LED-style button; part clear, part clouded, so I wasn't going for scan lines as much as just underlighted plastic.
Even though, I also did whip up that button in about 2 minutes, so I could always do a better job. I'm more looking for crit on the metal's realism (or unrealism), as that's what I focussed most on.
SnaFuBAR
December 23rd, 2009, 10:16 PM
Let's play a guessing game.
I have modeled a gun from Star Wars. It is not in the movies, but it IS in at least 2 (maybe 3) out of 4 incarnations of a very popular Star Wars video game.
It was very hard to model because the particular game dates back to the early 2000s, and, although had about as dedicated of a mod following as Halo did, the weapons were severely low-polygon and were very hard to find good refs for.
Firstly, regular renders to appease Snaf (No smoothing):
http://i435.photobucket.com/albums/qq80/Mudkipz47/regularnosmooth.jpg
With wireframe:
http://i435.photobucket.com/albums/qq80/Mudkipz47/regularwireframe.jpg
Secondly, good-looking renders because I think it looks nice.
http://i435.photobucket.com/albums/qq80/Mudkipz47/claynosmooth.jpg
With wireframe:
http://i435.photobucket.com/albums/qq80/Mudkipz47/claywireframe.jpg
pistol grip has too many segments across, barrel is too many sides, looks like some details are modeled directly in when they'd be better off as single elements.
Disaster
December 23rd, 2009, 10:16 PM
The scratches are too soft in some places and your material is a bit cloudy in general.
SnaFuBAR
December 23rd, 2009, 10:17 PM
The scratches are too soft in some places and your material is a bit cloudy in general.
this
legionaire45
December 23rd, 2009, 10:21 PM
UV is really bad.
Redo that before doing anything else with the texture.
About the texture itself:
The metal base material is too spongy
Damage on the polymer looks a bit excessive.
Also, body of the gun itself needs more obvious lighting if this is going into Halo 1.
Teltaur
December 23rd, 2009, 10:33 PM
Also, body of the gun itself needs more obvious lighting if this is going into Halo 1.
It's not, it's going into UE3/Cryengine2
So most of the crit is on the metal and details just not being sharp enough? Because I actually went through and blurred a lot of it because I thought it looked too unrealistic originally. I guess I'll start with sharpening the damage and making a better metal base.
English Mobster
December 23rd, 2009, 10:37 PM
Heavy Repeater.
What do I win?
Dingdingding!
You win a neckbeard emote! :neckbeard:
And Snaf, I don't know why, but I've always preferred a single mesh over having multiple elements. It's just a thing that I've had, I guess, probably because I learned to model by making Halo maps. :p
PenGuin1362
December 24th, 2009, 01:47 AM
And no good modeler in their right mind would keep everything in one mesh. Don't be ignorant and fix it.
Gwunty
December 24th, 2009, 01:48 PM
Seriously jay, stop making those worthless and stupid extrudes. They add nothing to your model, and make it look even shittier than it would without them. Furthermore go get some tutorials or something becuase to be honest its been like 5 months of you just modeling something and making the same mistake, over and over again. Your topology is shit, your mesh is riddled with non planers, and your adding more polys than you need to in ALOT of areas.
Look ill even post some for you
http://boards.polycount.net/showthread.php?p=966646
http://www.fpsbanana.com/tuts/332
And I don't care if you have already seen both of them, becuase if you have you obviously missed the entire gist of the tutorials.
Same thing I posted in your other thread jay.
SnaFuBAR
December 24th, 2009, 02:54 PM
And Snaf, I don't know why, but I've always preferred a single mesh over having multiple elements.
ATTN: DÆRP
Hunter
December 24th, 2009, 03:11 PM
It's not, it's going into UE3/Cryengine2
So most of the crit is on the metal and details just not being sharp enough? Because I actually went through and blurred a lot of it because I thought it looked too unrealistic originally. I guess I'll start with sharpening the damage and making a better metal base.
Well then, give it more detail.
ExAm
December 24th, 2009, 03:30 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/claynosmooth.jpg
Jesus fucking christ, the muzzle jump on that thing must be insane
Disaster
December 24th, 2009, 03:33 PM
It's not, it's going into UE3/Cryengine2
Well in that case, I recommend going back to the start and making a proper model. What you have now just won't cut it.
Teltaur
December 24th, 2009, 03:53 PM
Well in that case, I recommend going back to the start and making a proper model. What you have now just won't cut it.
Well, I don't model, I'm just here to make a texture for my own practice. Can't change any faults in the model or UV (3ds Max hates my computer, whether trial or full).
And before you say "oh, there's no point in texturing it if the model isn't better", again, it's for my own personal practice. If I want to be able to make a texture for a perfect model, I'll need to work on texturing in the first place. Anyways, I saw a model that needed a proper skin (and I had an urge to texture an AR, go figure), wanted to help someone out who needed some textures, and wanted to work on my own ability. I came here looking for criticism on the texture (which I got plenty of, thank you all for helping me out on that) but I'm not the modeler here, and I'm not trying to be.
ICEE
December 24th, 2009, 03:58 PM
Christ jay the handle on that thing just doesnt fit the rest of the gun. It looks like a coffin.
Hunter
December 24th, 2009, 04:00 PM
Well don't model... if you are not trying there is no point :/ Get people model for you and texture their stuff.
Teltaur
December 24th, 2009, 04:04 PM
Well don't model... if you are not trying there is no point :/ Get people model for you and texture their stuff.
... I am. It's =sw=warlord's model and UV unwrap, I just textured it. :ugh:
Hunter
December 24th, 2009, 04:25 PM
My bad, I just though of someone else. Lol.
I was thinking that you where English Mobster for a minute then. My bad.
Bastinka
December 24th, 2009, 10:07 PM
Made a Message of the Day for the Gmod server I got as a Christmas present for my friend. Kept it as a .png because getting all that with the quality would just take too long in true html plus I don't know exactly how I would do all of that in a nice manner other then cut it all up. Either way there might be some conflicts with the fonts and the client viewing them.
Note: It's a shot tag.
http://bastian-de-byl.de/hyperion/server_motd.png
Link to the HTML with the full background to go along with it: http://bastian-de-byl.de/hyperion/motd.html
Tell me what you think
EDIT: D'oh! Just realized I left an s out in Mesages. Fixed it.
Hunter
December 24th, 2009, 10:58 PM
PNG :( That will eat some peoples bandwidth... make it a compress JPEG or something. I try and not use huge images like that on my websites.
Bastinka
December 24th, 2009, 11:01 PM
-snip-
PNG :( That will eat some peoples bandwidth... make it a compress JPEG or something. I try and not use huge images like that on my websites.
It's only 237 KB compressed as a PNG, and as a JPEG it's 241 KB. :v:
kid908
December 25th, 2009, 12:38 PM
I meant what range of pencils, 2B, 4B etc. Hm, have you tried adjusting your scanner's exposure settings?
A quick play-around with the curves tool in Photoshop gives this much more pleasing look:
http://img191.imageshack.us/img191/7016/qn6x6s2v.jpg
The majority was 6B, but there were some 2H, HB, and 3B.
killer9856
December 25th, 2009, 05:34 PM
Well I did an exercise of next gen modeling. I think it turned out nice. Comment?
http://i148.photobucket.com/albums/s15/SAH1R/crate_testcopy.jpg
Bastinka
December 25th, 2009, 09:20 PM
.. next gen modeling.
What?
It looks like a regular mesh to me, what am I missing here?
SnaFuBAR
December 25th, 2009, 09:52 PM
Kid, work on your blending. Killer, i don't see anything next gen about that. What's up with the textures? Photosourced? Do you have a normal you generated from a highpoly mesh?
Heathen
December 26th, 2009, 04:17 AM
Snaf is like an army knife of crit!
Art, Textures, Modeling, this cat does it all!
Shit, at least he gives good crit though.
Kid, try not leaving it so...scratchy seeming? Basically blending like snaf said, and try erasing more and darkening spots to get that higher contrast. The reflection is well emulated though.
ExAm
December 26th, 2009, 05:27 AM
Fucking around with my new wacom tablet:
http://i231.photobucket.com/albums/ee6/TheExAm/organized.png
Yeah I suck at shading. Fuck you, I haven't drawn a thing in ages.
The above is the (in progress) result to me deciding to trace this on a whim and do some shit to it.
http://www.thesharkguys.com/wp-content/uploads/2009/12/Organizedreligion2.jpg
PenGuin1362
December 26th, 2009, 09:23 AM
Killer, the point of next gen modeling is to create a high poly model by using sub division to then generate a normal map from that high poly mesh looks like all you did was crazy bump some wood.
killer9856
December 26th, 2009, 12:26 PM
Hmm the tutorial I followed to do it said it was next gen. I guess I should've know better.
ExAm
December 28th, 2009, 09:00 PM
More fucking around with said wacom tablet
http://i.imgur.com/FWROP.png
Heathen
December 28th, 2009, 10:01 PM
More fucking around with said wacom tablet
http://i.imgur.com/FWROP.png
is that your idea?
ExAm
December 28th, 2009, 11:44 PM
is that your idea?
Yes. Yes it is.
Cagerrin
December 29th, 2009, 07:43 PM
tf2 themed table soccer would be pretty sweet
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091229162808_4m37s.png
had to open it up it up because lights were being a bitch.
trying for a bit more verticality than anything I've done previously(not by much, though).
not too sure about some things aesthetically(overhanging fin things on right)
also realized(due to rebuilding Colossus over the weekend) that Forerunner stuff doesn't use 30º/26.6º so much as it does 1-to-2 angles.
Bastinka
December 29th, 2009, 07:51 PM
Looks really nice. Though I do agree with you on the things on the right, they don't look like they belong or something more interesting could be there.
Heathen
December 29th, 2009, 08:03 PM
Yes. Yes it is.
That is very funny. Kudos to you, and rep when I can if your in to that sort of thing.
ExAm
December 29th, 2009, 09:42 PM
Well, I do like rep...
Heathen
December 29th, 2009, 09:52 PM
well remind me later then >.>
kid908
January 1st, 2010, 10:02 AM
Can someone Please HELP me with the rails? It's eating up so much faces and I don't know how to lower it.
http://img682.imageshack.us/img682/3381/m107.jpg
neuro
January 1st, 2010, 10:19 AM
good poly usage, though youvwe got a lot of segments in your scope.
the silencer could use a few more sides as well.
i'd explain you how to do the rail but i've got to go now, sorry :P
Roostervier
January 1st, 2010, 03:06 PM
http://www.modacity.net/forums/showpost.php?p=384464&postcount=34
The pictures don't work anymore, but you can download the example mesh and see for yourself. i agree with neuro about the number of sides on the suppressor and the scope. i dont know much about the gun and im too lazy to look it up and point out any inaccuracies, but your modeling looks pretty good.
Advancebo
January 2nd, 2010, 08:15 PM
And for FP model, remove the front and right side faces of the rails.
kid908
January 2nd, 2010, 08:29 PM
And for FP model, remove the front and right side faces of the rails.
uh... how about no? you see both sides when during the animation. You don't remove it just because it's fp, you keep it depending on the animation.
also thx flyinrooster, that really helped.
Roostervier
January 2nd, 2010, 10:18 PM
thank legionaire. also, certain things can still be optimised. i agree, you dont just delete shit because its fp, but deleting something facing forward almost always is fine, since most animators dont make anims that show those faces. depending on what engine its going in, you can decide which faces to delete after the anims are made (like with ce). but if you put it into something like crysis, im p sure you have to make those kinds of decisions before hand
ODX
January 2nd, 2010, 11:11 PM
As flyinrooster said, getting rid of the front faces is always a yes.
However, anything else you think about getting rid of, always talk to your animator (if you have one in mind/particular) before you do anything else, as you will want to get an idea of how they would like to animate it so then you can optimize the model without screwing over the animator and limiting his possibilities.
SnaFuBAR
January 2nd, 2010, 11:17 PM
No, not always a yes. Suppose you delete the front faces of the rails and the animator wanted to do a running animation where the rifle is held angled, pointed skyward? whoops.
Complete a model, THEN bounce ideas back and forth with your animator so you can best optimize your model.
ODX
January 2nd, 2010, 11:20 PM
No, not always a yes. Suppose you delete the front faces of the rails and the animator wanted to do a running animation where the rifle is held angled, pointed skyward? whoops.Well, if you mean a sprint, I was thinking of that but immediately in my head I only thought of Halo's base animations, which does not contain a sprint.
I do see my flaw though, thanks for pointing that out.
ICEE
January 2nd, 2010, 11:26 PM
I would say that the animator should delete the faces when he's done with the animations. It really is the most efficient that way, seeing as he knows which faces are going to be there and which are not before anyone else.
Bodzilla
January 3rd, 2010, 12:37 AM
Boom
Boom
chikt (light switch being turned on)
boom
boom
rattle (medical equipment on operating theater)
heart thumping
voices sounding distant, encased in fog
Doctor: "What am i looking at nurse?"
Nurse: "he's a mystery sir, he's been showing mental problems for sometime, most likely a side effect of the conditioning he's received from the..."
*Interupting*
Doctor: "that doesn't explain why he's here"
*light buzzing (big overhead lights used in operating theatres)*
*sound panning left to right*
Nurse:"he's a mystery, one by one his organs began to shutdown...
he's dieing and ... *static* ....st cant locate the cause, so we called you."
Doctor: "brilliant, just fucking brilliant. So because of someone else's incompetence i'm picking up the pieces of a patient i dont specialize in? just what i needed...
Nurse:"do i need to remind you how imperative it is that he survives, doctor"
*beeping*
Nurse: "He's going into shock!"
Doctor: "Sound the alarm and get the response team in here NOW! Dont you die on me you son of a bitch im not going to have a cunt like you fuck up my record!"
*THUMP*
*laboured breathing*
*thump*
Sound slows down, Heart beat slowing
heart beat irregular, stopping
redline
fade out
silence
This is a album i've been thinking about doing, part instrumental at this early stage, everything subject to change.
This is The first track, it's all ambiance, think of it as a conversation, as if you where watching it on tv,
it's taken from first person perspective, your the patient, and at the end of your life in a hospital dieing from an unknown unexplainable illness.
DEElekgolo
January 3rd, 2010, 01:58 AM
The cursing seems pretty immature for a doctor.
bapsi
January 3rd, 2010, 06:28 PM
sometimes doctors flip out to their nurses and stuff while the patient's not there/not conscious, though. can be believable.
Hunter
January 3rd, 2010, 08:34 PM
Cursing is an everyday thing tbqh.
Bodzilla
January 3rd, 2010, 08:48 PM
I'm trying to make the doc and nurse unlikeable, so i'm trying to through off the impression that they dont like or care about you, and the swearing is just to make him more of an arrogant cock.
they're supposed to be unlikeable and the ambiance sounds are trying to draw you in, to make you become him, to see from his perspective, Immersion.
you are the patient.
Thats the goal anyway.
:S
Huero
January 3rd, 2010, 10:10 PM
I'm trying to make the doc and nurse unlikeable, so i'm trying to through off the impression that they dont like or care about you, and the swearing is just to make him more of an arrogant cock.
they're supposed to be unlikeable and the ambiance sounds are trying to draw you in, to make you become him, to see from his perspective, Immersion.
you are the patient.
Thats the goal anyway.
:S
you've done well, but they're right; he already comes off as an arrogant cock, but the use of the word cunt is pretty
well, it's dumb. overdone. pointless. kind of annoying, really.
also, when reading the beginning of this I thought you were mimicking Lost Keys by Tool. heh.
Bodzilla
January 3rd, 2010, 11:05 PM
you've done well, but they're right; he already comes off as an arrogant cock, but the use of the word cunt is pretty
well, it's dumb. overdone. pointless. kind of annoying, really.
also, when reading the beginning of this I thought you were mimicking Lost Keys by Tool. heh.
Point taken!
also i do draw inspiration from tool when i make my music :P
as well as pink floyd, chevelle and the chronicles of israfel :P
Spartan094
January 4th, 2010, 07:06 AM
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/h3vp6VLDZDA&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h3vp6VLDZDA&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Credits is in the info
Broke is going to be fixing up unnatural it looks abit in terms of the knife animation and how the hand grips the fore-grip on the m4a1. But to make sure, this is to crit ONLY on the animations and nothing else, I know the shaders suck.
E: woops, mislead a few people, I didn't animate it
Thank you broke for amazing animations.
Cagerrin
January 4th, 2010, 03:20 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100102232651_9m52s.png
wall... thing for the map I posted a render of earlier.
dunno if I'm going to keep it, practically doubled the tri count of the model when I added them(there's another 6 or so out of view, and this version of the model is cut in half for rendering)
kid908
January 4th, 2010, 04:24 PM
I'd recommend you texture in the bluish area details.
Cagerrin
January 4th, 2010, 04:52 PM
can't texture for shit, sadly.
kinda debating whether or not to just go all-out and model in every panel line everywhere and bake a bunch of normal maps.
Nero
January 4th, 2010, 10:24 PM
What program are you modeling in Cagerrin?
Cagerrin
January 4th, 2010, 10:55 PM
Sketchup.
:embarrassed:
Tried to figure out Gmax once, apparently its zoom increments are "too far in" and "too far out", have used Sketchup ever since. Haven't gotten anything more than a simple test map into any game engine, but I'm working on it.
Terror(NO)More
January 5th, 2010, 03:20 PM
Sketchup = a big step. Lul never would of thought about using it.
NuggetWarmer
January 5th, 2010, 05:40 PM
Sketchup was what I made my first models in. Mind you, they were awful, but that's really what got me started. :)
Cagerrin
January 5th, 2010, 05:44 PM
Sketchup = a big step. Lul never would of thought about using it.
Well, I'd actually used it before I tried Gmax(which I only tried for the purpose of getting something into Halo), so it wasn't like I was trying another completely new program
Sketchup was what I made my first models in. Mind you, they were awful, but that's really what got me started. :)
Mine were awful too(and still are, but yeah). I'd post a render, but you should have a fork on hand.
Sketchup UI > every other modelling app I've tried.
legionaire45
January 5th, 2010, 05:58 PM
I think you can make L4D/other source engine maps using Sketchup if you have the official plugin that comes with L4D's editor.
Cagerrin
January 5th, 2010, 07:01 PM
I think you can make L4D/other source engine maps using Sketchup if you have the official plugin that comes with L4D's editor.
Yep, and there's a UDK exporter as well, though it's not official.
++++
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100105145356_10m24s.png
needs more detail on the walls?
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100105153637_14m32s.png
hopefully that makes sense.
Sel
January 5th, 2010, 08:04 PM
Sketchup UI > every other modelling app I've tried.
Uhm, don't confuse ui and functionality, just because all sketchup can do is housed within 5 buttons, does not make it's ui better than say, 3ds max's.
ALSO
Do none of you know what a wireframe is?
Jesus christ.
http://en.wikipedia.org/wiki/Wire-frame_model
^^^^^^
Anyway, I've been working on an intel carrying cart for a friends map.
6700 Triangles.
http://dl.dropbox.com/u/3332789/redcartwip5.png
kid908
January 5th, 2010, 08:13 PM
Jpeg PLEASE! 2mb PNG with useless transparency is useless!
Flat Panel don't need so many polies. Lower com cylinder tricount mb (depending on game engine), but there's more than needed. and some details could have been textured in.
Also, Lawl. High tech computer on lowtech train. Try this or next century's train design.
Sel
January 5th, 2010, 08:18 PM
Jpeg PLEASE! 2mb PNG with useless transparency is useless!
Sorry about your bandwidth :(!
Flat Panel don't need so many polies.
Can you be more specific?
Also, Lawl. High tech computer on lowtech train. Try this or next century's train design.
I forgot to mention, this is for tf2, and is the cart design the author wanted, similar to the payload cart.
killer9856
January 5th, 2010, 08:51 PM
lol nice train.
and Cagerrin, nice forerunner! I got to start making that for this map.
kid908
January 5th, 2010, 09:22 PM
Sorry about your bandwidth :(!
My bandwidth is fine. Just really unnecessary to make my computer process such unnecessary information.
Can you be more specific?
Sorry for the shakiness of my hand.
http://img27.imageshack.us/img27/4619/redcartwip5.png
Red: 18 sides is way more than enough! I'm guessing 36? Too many.
Green: Keys, Screen, Bolts, and Vents could be textured on.
Yellow: Okey, could use less sides, but not as bad as others.
Blue: 6 Tris less! only if surface is flat [as your render suggest] - Same goes here - Diff distribution [give you diff ways to distribute 3 total]
I forgot to mention, this is for tf2, and is the cart design the author wanted, similar to the payload cart.
Ah.
Moses
January 5th, 2010, 09:38 PM
Flat Panel don't need so many polies.
It honestly depends on whether or not the panel is actually flat or it bends outward and the extra polies are for the bulge. This can go either way depending on the needed shape. From what I can tell there are subtle changes in the bulge of the panel which might constitute leaving them in there. Give us a closer render Sel.
kid908
January 5th, 2010, 09:44 PM
^
meh answer...
Blue: only if surface is flat [as your render suggest]
Sel
January 5th, 2010, 09:55 PM
Sorry for the shakiness of my hand.
http://img27.imageshack.us/img27/4619/redcartwip5.png
Red: 18 sides is way more than enough! I'm guessing 36? Too many.
Green: Keys, Screen, Bolts, and Vents could be textured on.
Yellow: Okey, could use less sides, but not as bad as others.
Blue: 6 Tris less! only if surface is flat [as your render suggest] - Same goes here - Diff distribution [give you diff ways to distribute 3 total]
Thanks for the crit, I appreciate it.
Blue : Not flat, though the render doesn't show it.
Green, anything the player can get up close to should have some sort of geometry, this isn't halo, cutting triangles wherever possible is not an issue.
Red : The smaller circles are less sides. The two larger ones are going to be fairly visible, and should appear perfectly round, same goes for the wheels.
Funnily enough, the stock bomb cart is 14,000 triangles, you'd never believe it just looking at it, but that was the budget I was given, and lets just say, the author was more than happy with half that.
It honestly depends on whether or not the panel is actually flat or it bends outward and the extra polies are for the bulge. This can go either way depending on the needed shape. From what I can tell there are subtle changes in the bulge of the panel which might constitute leaving them in there. Give us a closer render Sel.
Get tf2 for pc and you can play the map when this goes in it and see it as close as you want babe
Heathen
January 5th, 2010, 10:01 PM
http://dl.dropbox.com/u/3332789/redcartwip5.png
very tf2
Disaster
January 5th, 2010, 10:44 PM
Red: 18 sides is way more than enough! I'm guessing 36? Too many.
Green: Keys, Screen, Bolts, and Vents could be textured on.
Yellow: Okey, could use less sides, but not as bad as others.
Blue: 6 Tris less! only if surface is flat [as your render suggest] - Same goes here - Diff distribution [give you diff ways to distribute 3 total]
.
This isn't halo. Your allowed to fiscally spend polygons. Team Fortress is a game noted for its cartoony appearances. You want things to look as round as possible. What he has is suitable.
http://everyday-gamer.net/images/pushlittlecart.jpg
Take note of the wheels on the cart. Silhouette is where you need to spend the majority of your triangles.
Moses
January 5th, 2010, 11:01 PM
Thanks for the crit, I appreciate it.
Blue : Not flat, though the render doesn't show it.
Green, anything the player can get up close to should have some sort of geometry, this isn't halo, cutting triangles wherever possible is not an issue.
Red : The smaller circles are less sides. The two larger ones are going to be fairly visible, and should appear perfectly round, same goes for the wheels.
Funnily enough, the stock bomb cart is 14,000 triangles, you'd never believe it just looking at it, but that was the budget I was given, and lets just say, the author was more than happy with half that.
Get tf2 for pc and you can play the map when this goes in it and see it as close as you want babe
I don't know how many times I've told you that I won't buy tf2. >:( I don't even play halo unless it's a special reason such as testing out a grifball script for example. So I've said it once and I'll say it again. NO
<3
Sel
January 5th, 2010, 11:23 PM
This isn't halo. Your allowed to fiscally spend polygons. Team Fortress is a game noted for its cartoony appearances. You want things to look as round as possible. What he has is suitable.
http://everyday-gamer.net/images/pushlittlecart.jpg
Take note of the wheels on the cart. Silhouette is where you need to spend the majority of your triangles.
while you're here posting why don't you skin that laser, so you can skin this next??
Disaster
January 6th, 2010, 12:02 AM
while you're here posting why don't you skin that laser, so you can skin this next??
I'm working on it. I've just been busy the past 2 days.
Sel
January 6th, 2010, 12:45 AM
:p
il Duce Primo
January 6th, 2010, 04:32 PM
It depends if the circle will be facing the player. That circle on the top does not need as many tris to make it appear round as the wheel would because the player can easily see how many edges that has.
kid908
January 6th, 2010, 05:59 PM
This isn't halo. Your allowed to fiscally spend polygons. Team Fortress is a game noted for its cartoony appearances. You want things to look as round as possible. What he has is suitable.
http://everyday-gamer.net/images/pushlittlecart.jpg
Take note of the wheels on the cart. Silhouette is where you need to spend the majority of your triangles.
I was making my recommendations compared to the sharp edges of the bipeds in tf2. I thought his train was a bit high tris compared to the bipeds.
Disaster
January 6th, 2010, 06:44 PM
That would be because characters tend to have more instances of them running around the map.
rossmum
January 6th, 2010, 07:24 PM
in comes ross to set some shit straight
quotin images cause i don't care B)
Well, I'm now texturing this same Assault Rifle for =sw=warlord.
I was wondering if you guys would mind telling me what I can to to make this skin better, and keep in mind, this is still a WIP. It'll be pretty obvious what is and isn't done, as the middle and grip plates both have pretty empty, undetailed areas:
http://img511.imageshack.us/img511/3137/ma5dforcrit.jpg
work on your scratch placement. i know it can be a bitch sometimes to work on or across seams, but those are usually the places you find damage - areas which stick out, and are therefore more likely to catch on things or get scraped along the ground. for instance, the average well-used steyr will accumulate so many scratches and chips along the entire left side of its optical sight it's not funny. the right is usually scratched too, as well as the front and back edges, but the left side is the worst because we lay the rifle on its left side (so we can see the white dot which indicates the rifle's on safe when we go to pick it back up). similarly, the left side of the stock is scratched to shit around the butt end, not so much around the right. think about which parts need to look worn and focus on those; add the rest later. try not to repeat my mistake of over-damaging it though (my ar skin looked fucking awful because i overdid the damage and overestimated where it would go).
i probably should, but im too lazy to look up a bunch of refs on google image :). anywaay http://img692.imageshack.us/img692/5797/m16a2.jpg http://img689.imageshack.us/img689/4307/m16a2wireframe.jpg
i need to animate dis bitch
i need to unwrap dis bitch
no, you need to finish dat bitch. you've got a lot of the details wrong, and even more are missing. you didn't even try on the right side, which is a really bad idea on an ar-15 series rifle given that it's tilted to the left when cocked to inspect the chamber (as far as I can remember). the magazine release tensioner on the left of the magwell shouldn't stick out at all; the circular extrusion around it only sticks out a few millimetres. the tensioner itself is longer, reaching back almost to the edge of the well. the entire back end of the lower receiver is wrong, and that's a major detail, not a minor one. the sights are missing the windage and elevation adjustment screws, probably missing the flip-type adjustment between a large ring and small aperture, the front sight is misshapen (when viewed from the front, it tapers towards the top gradually, before curving back outwards in the same manner as the garand's sights, in your case you just dragged them out from far too low a spot). you're missing the bayonet lug, you've got a thick cylinder in front of the forend which shouldn't be there, your cocking handle is too thin, and you didn't even bother to model any of the important shit on the right side except the bolt assist. if someone looks at that rifle from the right, they'll see no brass deflector, no ejection port, no dust cover, no mag release, no ridges around said mag release... these are all very obvious details that need to be on there. not working off refs is something you should avoid at all costs. don't just pass it off, say you're too lazy and release something barely worth looking at. take the time to go back and correct your mistakes before moving onto something else and making the exact same ones.
e/ and clean your mesh up while you're at it, fucking hell
t3h m00kz
January 8th, 2010, 02:15 AM
M16 model
If you're looking toward getting that into Halo, I'd be willing to do FP animations for you.
Or any other game, I'd like to try my hand at it.
n00ber
January 8th, 2010, 04:58 PM
If you're looking toward getting that into Halo, I'd be willing to do FP animations for you.
Or any other game, I'd like to try my hand at it.
too bad it got deleted when i formatted
Advancebo
January 8th, 2010, 06:02 PM
too bad it got deleted when i formatted
nice, i thought your supposed to backup before formatting?
SnaFuBAR
January 8th, 2010, 06:29 PM
The model wasn't really worth backing up anyways. He should do better on his next model.
Advancebo
January 8th, 2010, 09:04 PM
PP-2000
1798 Traingles
909 Polygons
http://advance.wmclan.net/advancebo/images/renders/pp2000/pp1.jpg
http://advance.wmclan.net/advancebo/images/renders/pp2000/pp1_wire.jpg
Already backed this up :-3
kid908
January 8th, 2010, 10:26 PM
Was bored and wanted to make a late 19th - early 20th century style Vault door. What do you guys think?
Vaulting on Old Times
http://www.deviantart.com/download/149734216/Vaulting_on_Old_Times_by_kid908.jpg
BobtheGreatII
January 9th, 2010, 01:27 AM
Looks like you used nurms all to hell.
DEElekgolo
January 9th, 2010, 01:43 AM
Some of the areas look extremely flat compared to the rest.
neuro
January 9th, 2010, 05:32 AM
ive seen that door somewhere before...
only then it was better made.
i think it was in some splashscreen for a game studio or something.
ICEE
January 9th, 2010, 05:54 AM
@ advancebo: that actually looks pretty good to my eye. The only thing that strikes me as odd is the loop that is attached to the bolt-handle
DEElekgolo
January 9th, 2010, 03:16 PM
ive seen that door somewhere before...
only then it was better made.
i think it was in some splashscreen for a game studio or something.
You mean kevin johnstone?
He is a god.
http://www.kevinjohnstone.com/Images/Gears2/Outpost/Outpostdoor1.jpg
http://www.kevinjohnstone.com/Images/Gears2/Outpost/Outpostdoor2.jpg
http://www.kevinjohnstone.com/Images/Gears2/Outpost/Outpostdoor3.jpg
Nero
January 9th, 2010, 03:29 PM
Neuro, do you mean from Photobucket main page?
Atleast thats what came to mind when I seen Newbkilla's model:
http://i303.photobucket.com/albums/nn159/Joshflighter/p.png
Heathen
January 9th, 2010, 03:37 PM
Jesus fuck dee, what happened to that door to mess it up so bad?
Corndogman
January 9th, 2010, 03:43 PM
TKcXbs_5H-4
My first attempt at 3D Compositing, shot with my cell phone cam.
Heathen
January 9th, 2010, 03:47 PM
TKcXbs_5H-4
My first attempt at 3D Compositing, shot with my cell phone cam.
thats pretty awesome.
It reminded me of videos of AR.
neuro
January 9th, 2010, 05:06 PM
@dee, that's the one.
wouldnt call him a god, but he's a great artist :3
Sel
January 9th, 2010, 05:17 PM
that door looks fucking awful.
ExAm
January 9th, 2010, 06:10 PM
I think it looks like dense rubber :/
Futzy
January 9th, 2010, 08:00 PM
Decided to have a go at making a wallpaper, but cant decide what to do with the top. Suggestions?
http://img97.imageshack.us/img97/7185/brokeh1.jpg
Nero
January 9th, 2010, 08:05 PM
Imo, there really isnt a focal point on it. Just sort of alot of randomness. Mb its just me though.
Heathen
January 9th, 2010, 08:39 PM
I think its good the way it is.
Huero
January 9th, 2010, 08:54 PM
you seem to be stuck between the "soft glowy beams" and the "sharp lines and gradients" styles
the result is interesting but not necessarily visually appealing
Terror(NO)More
January 10th, 2010, 04:57 AM
MrBig, make it with black as main color, then orange or purple. And some white. :D
PenGuin1362
January 10th, 2010, 09:06 AM
PP-2000
1798 Traingles
909 Polygons
Already backed this up :-3
Definitely more room for a lot more detail. Needs more sides on the forward sights and barrel, otherwise silhouette will look blocky. Also halo or not, making a high poly for normal baking wouldn't hurt.
neuro
January 10th, 2010, 10:55 AM
some speed-modelling on my part.
made this in about 3-4 hours i believe.
it's a highpoly just to give a nice normalmap, and nothing else, it's not a masterpiece.
it's actually a small flying repair-drone, no more than half a meter long, so this is MORE than enough details.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/drone.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/droneback.jpg
edit: it's actually more like 2 hours, recorded here: http://www.livestream.com/neurologicaldisorder/video?clipId=pla_566b1b5d-953a-43c7-b0fa-b701567fb7bd
yes, those are butchered pelican-wings.
keep in mind this is a TERRIBLE model, and nobody should ever model like this if you want to make a proper model. in this case, it didnt matter, so i just hacked and chopped to save time.
edit2: apparently, it cut out halfway-ish trough.
Advancebo
January 10th, 2010, 02:36 PM
Looks a bit like the pelican from Halo.
Huero
January 10th, 2010, 02:40 PM
that would be a ridiculously inefficient repair drone
kid908
January 10th, 2010, 02:50 PM
Looks a bit like the pelican from Halo.
really? reminds me of terminator salvation.
=sw=warlord
January 10th, 2010, 03:07 PM
Working on some shaders for Crysis and i think i've got the illumination nailed down pretty tight.
The diffuse is not final by any means the diffuse in this was made by myself, teltaurs having a crack at a diffuse himself.
what im looking for is crit on the shader, im going for a pearl like effect on the main shell peice.
Please ignore the smoothing group as that was Cryexport not my own doing, apparently models with seconds that have no smoothing on automaticly gets one even if you dont want it to.
As such will be fixed soon all im looking for is comments on the shaders.
http://i48.tinypic.com/v8hdw9.jpg
kid908
January 10th, 2010, 03:17 PM
http://estb.msn.com/i/78/22E2D634C1D83AE7A4F074AB934F.jpg
http://halo.neoseeker.com/w/i/halo/thumb/6/66/Guilty_Spark.JPG/300px-Guilty_Spark.JPG
http://www.purepearls.com/info/baroquepearls_images/white_pearls.jpg
First one have a more pearl like shader than the 2nd, more like metal.
Yours need more gloss and reflectivity. Right now it looks quite plastic like.
As you can see yours isn't quite how pearls look (3rd), as it doesn't reflect the environment and doesn't have quite a predominate glare.
neuro
January 10th, 2010, 03:57 PM
that would be a ridiculously inefficient repair drone
nobody gives a shit
Nero
January 10th, 2010, 04:01 PM
nobody gives a shit
He does.
But when I look at it, it reminds me of palican/hornet mixed together. In a good way. :p
BobtheGreatII
January 10th, 2010, 04:03 PM
nobody gives a shit
Lol, that's the spirit!
I liked it. Were you going for a halo theme? Because I mean, that's kind of what you came out with. The front thing reminds me of the scorpion turret. And then of course the wings are pelican wings. But it looks pretty good.
Bastinka
January 10th, 2010, 04:36 PM
keep in mind this is a TERRIBLE model, and nobody should ever model like this if you want to make a proper model. in this case, it didnt matter, so i just hacked and chopped to save time.
If it weren't for that, I'd say the model looks very boring and strange in a lot of areas.
ExAm
January 10th, 2010, 06:51 PM
Is that a piece of a scorpion turret on its nose?
neuro
January 10th, 2010, 11:55 PM
yeap
rossmum
January 11th, 2010, 02:21 AM
Was bored and wanted to make a late 19th - early 20th century style Vault door. What do you guys think?
lose the pedestal, it seriously fucks up the render. if you absolutely must put your models on some random piece of mesh, at least make it match the model you're showing off.
You mean kevin johnstone?
the mechanism looks pretty wicked but that damage is beyond fucked, in fact i'd say that
I think it looks like dense rubber :/
Looks a bit like the pelican from Halo.
http://sa.tweek.us/emots/images/emot-psyduck.gif
Llama Juice
January 11th, 2010, 03:47 AM
http://llamajuice.com/wp-content/uploads/2010/01/AmbulanceScene.png
http://llamajuice.com/wp-content/uploads/2010/01/ArmyDeco.png
The background stuff is rather low res 'cause it's supposed to just be background stuff. The Jerry Cans and Shovel/Axe are a bit high 'cause they are a part of the ambulance, but... *shrug*
I wanna go crazy with this scene and eventually get it all into UDK. The assets that are textured I've already put into the engine, the rest I haven't yet.
rossmum
January 11th, 2010, 01:36 PM
hate to be a pain but (shut up fuckheads) can you brighten it up a little? my cousin's computer has a fucked-up old crt, i can't see shit and no amount of messing with the settings helps. one thing i will say though is that the metal objects need some texture and the sandbags need to lose the text, it looks ridiculous. leave them blank.
Rob Oplawar
January 11th, 2010, 02:00 PM
IRONY.
Anyways, not to derail the thread, but I want to put in a request that this thread be locked and a new quick-crit thread started. It's starting to take way too long to access the page.
Not that I ever have anything worthwhile to say, but I like to keep up with the different things you folks are working on.
DEElekgolo
January 11th, 2010, 02:15 PM
Do it. New Studio Quick-Crit thread for 2010. And have this one be archived.
Terror(NO)More
January 11th, 2010, 04:21 PM
Do it. New Studio Quick-Crit thread for 2010. And have this one be archived.
I agree
Terror(NO)More
January 11th, 2010, 05:00 PM
Sorry for the big picture, but the shots not working. Well I have a question, look at the top left corner the brown thing that looks like vent.
http://wvs.topleftpixel.com/photos/2006/11/italy_siena_alley_clothes_02.jpg
Say I was to model it, how would I go about unwrapping it so I can render a normal map for it and put it on a plane?
Hope you guys can help, thx.
E: Sorry for double btw.
Llama Juice
January 11th, 2010, 05:10 PM
So you want to bake that detail into a normal map on a plane?
If you want to just put it on a plane then you model a plane.... and UV that. You don't have to UV the "highres" or detail mesh when baking normals down.
Disaster
January 11th, 2010, 05:43 PM
Why would you put that detail on a plane. If anything, it would be a box, not a plane.
Higuy
January 11th, 2010, 06:11 PM
Why would you put that detail on a plane. If anything, it would be a box, not a plane.
Yeah this. By the way, the only thing your actually unwrapping is the low res object.
Terror(NO)More
January 11th, 2010, 06:44 PM
I'm not even making that. I was just using it as a reference to what I was asking.
But thanks Llama, Disaster
Disaster
January 11th, 2010, 08:45 PM
Break up the uv islands according to the smoothing groups on the low poly. Otherwise you will get nasty seams along the uv edges because of the way the rays are cast when baking.
Llama Juice
January 12th, 2010, 12:22 AM
^That or make everything part of the same smoothing group before baking the normals down. That smoothing information is stored in the normal map essentially now, smoothing groups aren't needed if you have a good normal map applied.
Con
January 12th, 2010, 12:54 AM
I'm retiring this thread. I'll keep it stickied for now, but I'll make a new thread.
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