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Con
July 9th, 2008, 12:29 PM
what are all those yellow things?

Gwunty
July 9th, 2008, 01:19 PM
I think those are supposed to be bullets (correct me if im wrong)

ICEE
July 9th, 2008, 01:56 PM
Yellow things hold on the magazine methinks

Chainsy
July 9th, 2008, 05:02 PM
The one thing I dont like is on the bar that connects the stock to the gun, the scratches on there are weird, especially how everything around it is raised and would be hard to gonk it like that.

DaneO'Roo
July 9th, 2008, 07:14 PM
Not really tbh, and theyre not scratches btw. It's just that the underneath side of that part is just a bit more grimy than the top.

Chainsy
July 9th, 2008, 08:47 PM
Eh, looks like scratches to me, but you made it, so you could say it looks like General Ulysses S. Grant and you would be right. :confused2:

Tweek
July 10th, 2008, 05:46 AM
http://www.johndalessi.com/paul/ut3/UTTDtest2.jpg
http://www.johndalessi.com/paul/ut3/towertest.jpg

guess what i'm making (easy mode)

also, anyone here happen to know unrealscript?

Bastinka
July 10th, 2008, 05:49 AM
Looks like Ut3 :P

Tweek
July 10th, 2008, 05:53 AM
but wait, THERE'S MORE!

banned ftl, i'm 2 months worth of rep short ;D

ExAm
July 10th, 2008, 06:23 AM
I think those are supposed to be bullets (correct me if im wrong)
you're looking at it wrong. the magazine is detached and floating off to the side of the gun.

rossmum
July 10th, 2008, 06:33 AM
also, anyone here happen to know unrealscript?
something incredibly awesome

whatever it is, it's pretty

Tweek
July 10th, 2008, 01:58 PM
come on, this isn't hard to guess!
ugh, i guess more pix are needed.

well, i'm TOTALLY giving it away now.
http://xs229.xs.to/xs229/08284/spoilolz951.jpg
use your heads!

Rentafence
July 10th, 2008, 02:01 PM
Smirfs? O_o

odseraphim
July 10th, 2008, 02:27 PM
The Aladdin level from Kingdom Hearts 2? :confused2:

Bastinka
July 10th, 2008, 03:07 PM
I dun like the way it looks :[

NuggetWarmer
July 10th, 2008, 05:02 PM
Cliffs are shiny. :o

Lateksi
July 10th, 2008, 05:49 PM
A battle in minimized world? O.o

Bastinka
July 10th, 2008, 06:08 PM
Tower Defence! He told me.

Sel
July 13th, 2008, 05:25 PM
Quick forerunner wall, not done yet, but Im not going to go into a lot of detail on it since itll be quite far from where the player will be.

http://i93.photobucket.com/albums/l42/selentic/Models/wall.jpg

Sever
July 13th, 2008, 06:16 PM
Don't use the vertical striped illuminated texture - it is intended for piping, and thus just looks out of place. Also, stick to one type of texture style. The light grey doesn't work well with the brown-grey.

NuggetWarmer
July 13th, 2008, 07:55 PM
Decided I'd make Gordon Freeman's HEV suit for kicks. WIP
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/FreemanChest-1.jpg

Llama Juice
July 13th, 2008, 09:40 PM
http://www.llamajuice.com/img/school/chair.jpg

You all know the source image...

http://www.llamajuice.com/anthony.jpg

I'm not really going for an exact replication... it's handpainted so it's not going to be super detailed... but... yea. thoughts?

Sel
July 13th, 2008, 09:46 PM
Don't use the vertical striped illuminated texture - it is intended for piping, and thus just looks out of place. Also, stick to one type of texture style. The light grey doesn't work well with the brown-grey.

I took a lot of inspiration for that wall from portent, it used a similiar texture contrast, and looked really good so Ill see whether I like the end product, if not I can just swap it out in under 10 minutes.

Im also thinking Ill add an epic back part of the wall, and then the background terrain and stuff can be seen behind that.

killer9856
July 13th, 2008, 11:17 PM
here is a base i made just today, it's going into a map im making.

It'll be attached to some cliffs, and have a dirt arc going up to it

I just want to know what I can do to make it look better.

http://i148.photobucket.com/albums/s15/SAH1R/mahbase.jpg

http://i148.photobucket.com/albums/s15/SAH1R/mahbase_02.jpg

Con
July 13th, 2008, 11:43 PM
I like your style llama, can't wait to see it finished :)

DaneO'Roo
July 14th, 2008, 12:29 AM
http://img244.imageshack.us/img244/2917/floodinfestationformxz6.jpg


Drew the sketch on paper freehand, painted with mouse in photoshop.

The actual concept has all these tentacles over the front of its "head" but I left them out so you could see the front of it's body easier.

Edit: Made concept better.

http://img112.imageshack.us/img112/7774/floodinfestationformmartu9.jpg

Anton
July 14th, 2008, 12:43 AM
oh hai thats sexy. :]

Tweek
July 14th, 2008, 02:41 AM
Don't use the vertical striped illuminated texture - it is intended for piping, and thus just looks out of place. Also, stick to one type of texture style. The light grey doesn't work well with the brown-grey.

bullshit, looks fine.

you can use it for whatever you want, just because it's ALSO on some piping, doesnt mean it's what it's intended for.

NuggetWarmer
July 14th, 2008, 04:43 AM
Ohshi- Now I've got to model that flood. It's :awesome:.

E: DAMMIT! MUST SPREAD REP!

Rob Oplawar
July 14th, 2008, 09:57 AM
Arg, must spread rep!
Dano, have my babies.

Bastinka
July 14th, 2008, 10:28 AM
Looks like a Headcrab-Miniflood mix. I like it, but I don't think flood glow. They also burrow themselves into the hosts body and search around for the spine, quite gruesosome. Very nice drawing though.

Llama Juice
July 14th, 2008, 12:10 PM
http://img.photobucket.com/albums/v287/letshavetea/ChesterAntP1-1.jpg

I had to rush it :S

Bastinka
July 14th, 2008, 02:55 PM
:lmao: @the face you drew.

EDIT: I told you to replace your head with pedobears.... but you didn't listen.

Llama Juice
July 14th, 2008, 04:10 PM
I told you I would if you were nice, you weren't nice.

and yea... I'm not happy with it either

Con
July 14th, 2008, 06:49 PM
Why did you rush it? :(

Llama Juice
July 14th, 2008, 07:21 PM
it was for a project at school, and due this morning at 1 PM

When I get my own tablet I might go back to it though.

Pooky
July 15th, 2008, 12:47 AM
Drew the sketch on paper freehand, painted with mouse in photoshop.

The actual concept has all these tentacles over the front of its "head" but I left them out so you could see the front of it's body easier.

Edit: Made concept better.


Disgusting... in a good way.

Hunter
July 15th, 2008, 12:27 PM
I tryed to make a texture. And I know it isn't amazing.. Lol.

How can I improve this?
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor_watermark.jpg
Render:
http://gamerscreek.com/users/WMHunterTLS/pics/texture_render_floor.jpeg
It isn't perfectly seamless. It should look better with a bump map as well Lol. I think it needs to be more white...

Llama Juice
July 15th, 2008, 01:30 PM
Did you crop that texture?... or are you planning on leaving it with a weird size?

it's 584px × 402px right now...

Hunter
July 15th, 2008, 01:34 PM
Yeh, I cropped it to make it tile able. I will make it the right size once it is good enough...

Bastinka
July 15th, 2008, 02:01 PM
Nobody want's to steal it, but otherwise it needs more color variances and theres a problem with its tiling if you look closely.

Hunter
July 15th, 2008, 02:07 PM
Nobody want's to steal it, but otherwise it needs more color variances and theres a problem with its tiling if you look closely.

True Lol. and Ok.

Bastinka
July 16th, 2008, 03:51 PM
http://i123.photobucket.com/albums/o290/SilentWindPL/try_at_hexies_withbumpmaps.jpg

My first try at really texturing, the lack of detail is intended. I can still add more though. Supposed to be a ground texture. (Actual texture res is 1024x1024px)

Boba
July 16th, 2008, 05:48 PM
Looks nice, Silent!

LlamaMaster
July 16th, 2008, 08:01 PM
Looks good for what it is.

DaneO'Roo
July 16th, 2008, 08:17 PM
That really shouldn't be 1024. More like 256 to get the same detail, 512 at most.

ICEE
July 16th, 2008, 08:29 PM
The grout between the tiles looks like thread

Chainsy
July 17th, 2008, 12:32 AM
Out of boredom (and laziness to not work on other more important things) Ive decided to start on a gun concept, being its a boredom painting, Ive rushed a few things. This little piece took me about 30 minutes to make, and overall came out good. Ive been mulling over this concept anyways for about 3 weeks, so its good I finally got it on paper. Out of an enormous pet peeve I have of anything I start on not being finished, Ill probably work on this tommorow and finish it up.
http://i305.photobucket.com/albums/nn229/1chains1/guncopy-1.jpg

Bastinka
July 17th, 2008, 06:00 AM
Not enough done to critizice it.
Please read the rules dude.

EDIT:
Finish your other 2 concepts before starting another.

Hunter
July 17th, 2008, 07:04 AM
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy.jpg
Better?

Bastinka
July 17th, 2008, 03:06 PM
Color variances, get rid of the greyscale it looks boring and dull.

Edit:
Color Variances = Brown, Blue, Yellow, Green, Purple, Pink. (Or atleast what I meant by color variances.)
The grey makes it look too metallic and just eh..

Sel
July 17th, 2008, 11:00 PM
Something Ive been working on.

Thanks for the renders Higuy

http://i93.photobucket.com/albums/l42/selentic/Models/map.png
http://i93.photobucket.com/albums/l42/selentic/Models/map2.png
http://i93.photobucket.com/albums/l42/selentic/Models/pandamap.png

Clay renders killing detail since 98.

Invader Veex
July 17th, 2008, 11:24 PM
Practice

http://img214.imageshack.us/img214/4770/failfo9.png

Tried Dano's tut

Anton
July 18th, 2008, 01:23 AM
Looks great Selentic. Those renders kill the detail though. Too bad you can't just hand out the model file without worrying about someone jacking the entire thing.

And as for the texture above me, it looks alright but it seems "mixed up". nothing seems to flow in it. Just keep practicing though. Better than I can do at this moment.

Hunter
July 18th, 2008, 07:17 AM
This better?

New:
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy3.jpg
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy3.jpg

Old:
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy.jpg

sparton534
July 18th, 2008, 07:41 AM
that looks really good

sparton534
July 18th, 2008, 07:43 AM
Practice

http://img214.imageshack.us/img214/4770/failfo9.png

Tried Dano's tut


whats that spose to be for? a wall? looks good whatever

Reaper Man
July 18th, 2008, 09:21 AM
This better?
[pics]

Yes, but there's a slight error on the left side, you can still see a mirror line.

Roostervier
July 18th, 2008, 10:07 AM
Practice

http://img214.imageshack.us/img214/4770/failfo9.png

Tried Dano's tut
The design is rather bland and uninteresting. Also, try not to make such apparent use of the fibers filter. Keep practicing, though. Skinning takes time to learn, just like anything else.

Hunter
July 18th, 2008, 01:06 PM
Where is Dane? I want some crit of him for this texture:
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy3.jpg

Bastinka
July 18th, 2008, 03:40 PM
Something Ive been working on.

Thanks for the renders Higuy
<pic> x3

Clay renders killing detail since 98.
Add omni lights when clay rendering to bring out some fine missing detail, other then that it looks very bland the design is kind of small. For some reason it just doesn't seem that appealing to me.

Also, try to study more on forerunner design. Some of it doesn't really look that forerunner to me.


Practice

<texture>

Tried Dano's tut
Pretty good, but whats with the left hand top corner having plain colors?
Needs more scratches and maybe a few filters or darkens. Lacks a bit of detail in that.


Where is Dane? I want some crit of him for this texture:

<pic for the 3rd time>
If you want dane to crit it, PM him for it. I'm pretty sure he's just gonna say the same thing as everybody else. In my opinion it still doesn't look that great though, yet again it just lacks something I don't really know.

DaneO'Roo
July 19th, 2008, 05:56 AM
I think the texure lacks creativity, and the tiny hair like scratches look stupid, and the detail continues onto each piece, even though there's implied height there.

You also haven't payed much attention to in between the cracks of the plates either, which makes me think your work flow is in need of severe tuning.

Disaster
July 19th, 2008, 06:20 PM
http://i266.photobucket.com/albums/ii256/echo216/mountainislandscene.jpg
Mountain canyon scene I've been working on. I'm not much of a texturer. If anybody wants to help just send me a pm.

Chainsy
July 19th, 2008, 08:11 PM
Sky needs work, I like the water, but it needs to be more..flat, mountain lakes are extremely calm and are like glass. Also get some sexy skins for those mountains.

Boba
July 19th, 2008, 10:58 PM
Tried to do a flood form; last time I ever do anything organic. :v:
http://img232.imageshack.us/img232/5954/floodun0.png
ps head isn't a dick its a human spine w/ some decayed flesh on it.

Disaster
July 19th, 2008, 11:01 PM
Looks pretty neat. I'm not the person to criticize 2d art though.

ExAm
July 20th, 2008, 12:44 AM
Looks like an elephant man

Pooky
July 20th, 2008, 01:27 PM
Something Ive been working on.

Thanks for the renders Higuy



http://i93.photobucket.com/albums/l42/selentic/Models/pandamap.png

Clay renders killing detail since 98.

Is that on the middle right side supposed to be an area you can only get to through grenade jumping?

Sel
July 20th, 2008, 01:46 PM
Is that on the middle right side supposed to be an area you can only get to through grenade jumping?

Possibly. Im considering the possibility of allowing the players up there to get an advantage over enemies while at the same time exposing themselves to sniper fire. Im creating some other areas like that where the player can get to high ground and snipe from. Of course to stop them sitting there the whole game with a sniper, I plan on putting the sniper spawns fairly far away from these spots, so they have to come down every once in a while to get ammo.

An example of what I mean is this.

http://i93.photobucket.com/albums/l42/selentic/Models/incrediblybadrender.jpg

Im taking a queue from infinity here, with the sniper spots in the cliffs you had to to fly up to, those were a lot of fun for me, and with this I can try to replicate it while keeping it gameplay friendly.

If it doesnt work out, I can always take them out.

Also I appologize for the shitty render, I didnt want to spend 10 minutes rendering just to show you what you have already seen.

Pooky
July 20th, 2008, 06:24 PM
Possibly. Im considering the possibility of allowing the players up there to get an advantage over enemies while at the same time exposing themselves to sniper fire. Im creating some other areas like that where the player can get to high ground and snipe from. Of course to stop them sitting there the whole game with a sniper, I plan on putting the sniper spawns fairly far away from these spots, so they have to come down every once in a while to get ammo.

An example of what I mean is this.



Im taking a queue from infinity here, with the sniper spots in the cliffs you had to to fly up to, those were a lot of fun for me, and with this I can try to replicate it while keeping it gameplay friendly.

If it doesnt work out, I can always take them out.

Also I appologize for the shitty render, I didnt want to spend 10 minutes rendering just to show you what you have already seen.

Awesome... I always wondered why more CE mappers didn't use grenade jumping as a tool to balance out shortcuts or sniping positions.

Sel
July 20th, 2008, 08:59 PM
The one in the picture is not grenade jumping, and the other one could be done using a warthog, but yes, I suppose it could be done with grenade jumping. We shall see :)

Hunter
July 21st, 2008, 08:33 AM
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy4.jpg
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy4.jpg


Made it a bit better...

WHOOOOO! http://www.modacity.net/forums/images/reputation/reputation_pos.gifhttp://www.modacity.net/forums/images/reputation/reputation_pos.gif

Lol

Roostervier
July 21st, 2008, 08:49 AM
At least make it tile...

Bastinka
July 21st, 2008, 09:04 AM
It looks like its been around snow or some arctic region, eh I guess it's pretty good.

Hunter
July 21st, 2008, 09:06 AM
The part in between the tiles still needs work like Dane said.

Reaper Man
July 21st, 2008, 11:06 AM
Still has a mirror line.

Disaster
July 21st, 2008, 12:12 PM
http://i266.photobucket.com/albums/ii256/echo216/hiresvolcano.png
Hi-res volcano mesh

Bastinka
July 21st, 2008, 12:16 PM
It still looks weird.. unnatural.

Disaster
July 21st, 2008, 12:16 PM
Its probably just the material. Let me get a render without it.
http://i266.photobucket.com/albums/ii256/echo216/volcano.png

Hunter
July 21st, 2008, 02:49 PM
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor_t.jpg
#
Still a major wip, but what can I put on the two small pieces to make it different? Like a design. Ignore the black line going through the top piece.

Goes together like this:

http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor_together.jpg

Disaster
July 21st, 2008, 02:55 PM
please use shot tags. Looks ok. Looks odd for some reason. I don't know why though.

Bastinka
July 21st, 2008, 03:05 PM
The lights are too.. eh. I see some edges that aren't anti-aliased, so in a texture that kind of looks bad.

I like it but change the color of the light to Cyan or something bright blue, also maybe make the light have a few darker shades of Cyan and lighter so it's not all 1 color but very close to a color. Just enough so you can barely see the difference in color.

Hunter
July 21st, 2008, 03:14 PM
Okay, You know what I can put on the smaller pieces?

Edit:
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor_t2.jpg

Bastinka
July 21st, 2008, 03:15 PM
Okay, You know what I can put on the smaller pieces?
Same thing maybe a bit more grey and lighter.

EDIT:
Your pic wont show.

Hunter
July 21st, 2008, 03:27 PM
? (http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor_t22.jpg)

Disaster
July 21st, 2008, 03:29 PM
http://i266.photobucket.com/albums/ii256/echo216/hiresolutionvolcano.jpg
I added a few more defining features to the rock face. Its a little over half a million pollygons atm.

Bastinka
July 21st, 2008, 03:31 PM
Mountain ridge looks too griddy, also did you kill it with the noise feature? Now it looks very unnatural.

DaneO'Roo
July 21st, 2008, 03:41 PM
Hunter if your trying to do forerunner, your failing.


Also, your doing it wrong, because you learnt from one of those fucking gun tutorials didn't you. The ones that tell you to skin every individual piece chunk by chunk, even though everything shares a common material layer.

This is why I hate 2d tutorials. They teach bad habits and other peoples mistakes, they don't teach the logical thinking involved with how you actually do something.

Sucks tbh. Ignore whatever you've learned, because it's not going to help you.

Bastinka
July 21st, 2008, 03:46 PM
Also, you dont really put that many scratches on the diffuse map. Do it on the specular.

@Dane.
How do you make correct textures?

Disaster
July 21st, 2008, 03:49 PM
Mountain ridge looks too griddy, also did you kill it with the noise feature? Now it looks very unnatural.
I didn't use noise. I applied a sharper normal map but that's about it. Also Mountain ridge is supposed to look like that. When I can get a better material it will hopefully look better.

DaneO'Roo
July 21st, 2008, 03:51 PM
With logic.

Parts of a texture are going to use same materials, unless your skinning a Chimera or something.

In photoshop, just make layers for certain materials, don't completely section everything off into chunks of "barrel" "handle" "button" "bolt" etc, this makes it way harder to make things look seamless. Same goes for forerunner textures, or anything else for that matter. You can just do a base layer, overlay the bump map or shape layers onto it with a high pass filter on it, and then just build up layers on top of those using the selection tools and the paint brush tool to build up layers of detail and give them different blending modes.

Hunter
July 21st, 2008, 03:52 PM
Hunter if your trying to do forerunner, your failing.


Also, your doing it wrong, because you learnt from one of those fucking gun tutorials didn't you. The ones that tell you to skin every individual piece chunk by chunk, even though everything shares a common material layer.

This is why I hate 2d tutorials. They teach bad habits and other peoples mistakes, they don't teach the logical thinking involved with how you actually do something.

Sucks tbh. Ignore whatever you've learned, because it's not going to help you.

:( I will watch one of your tutorials.

Bastinka
July 21st, 2008, 03:53 PM
Well, you can really do it either way. Whichever is better I think, but making it seamless when it's all seperated is much more time consuming.

Disaster
July 21st, 2008, 04:40 PM
http://i266.photobucket.com/albums/ii256/echo216/volcanotextured.png

DaneO'Roo
July 21st, 2008, 06:34 PM
Looks like the asshole of a flood.

Needs more actual rock texture. Since when is a volcano a tan coloured zit looking crater?

Disaster
July 21st, 2008, 06:39 PM
I didnt photoshop that texture. I made it in groundwiz lite. I wish I could photoshop.
I'm going to change the tan to gray right now.

EDIT: http://i266.photobucket.com/albums/ii256/echo216/eruption.png
http://i266.photobucket.com/albums/ii256/echo216/volcanoeruption.png
Need to get a normal map for the smoke material.

Sel
July 22nd, 2008, 01:06 AM
Thats what my orgasms look like.

But really, that looks more like a ginourmous cumshot than an erruption.

FluffyDucky™
July 22nd, 2008, 01:40 AM
I didnt photoshop that texture. I made it in groundwiz lite. I wish I could photoshop.
I'm going to change the tan to gray right now.

EDIT: http://i266.photobucket.com/albums/ii256/echo216/eruption.png
http://i266.photobucket.com/albums/ii256/echo216/volcanoeruption.png
Need to get a normal map for the smoke material.

It looks better this colour, but... the crater, it's completely flat. :S That does not look realistic at all tbh. And to elaborate on what Dane is saying, to make this look as best as possible, your going to need to make it look real. Wether that be the actual model itself or the textures. With the textires, you should really try to have a rocky formation or obvious pointout on the bumpness of the mountain, the little and big parts that stick out that actually make it interesting.

For eg, look at this pic; (Pic is 1600 x 1200; actual volcano)


http://lh3.ggpht.com/_LD2F3KRyd7Q/RrflrKHDDmI/AAAAAAAAAKQ/z8wv7gZNaYs/IMG_1484.JPG


You can actually see that most of the rocky area is clearly noticable, and on the snowy top of the mountain you see more rock at the base of the bumps with the snow covering the top. Also, the eruption, as pointed out by sel, lacks detail completely, it all seems to be clustered together, nothing interesting about it either, I could make something better than that and I'm not experienced, but I've seen a lot of stuff in the years that I have the knowledge to critisize. Tbh, needs more chunks and random bits all over the place (eruption that is) and it looks to flat. :S Not sure as to how to say that, or what to do, someone here would know what I mean. But anyway, just throwing some ideas and advice out there, if anyone would want to explain better be my guest. :) Hope that made sense. :(

Disaster
July 22nd, 2008, 10:06 AM
http://i266.photobucket.com/albums/ii256/echo216/volcaniceruption.png
Worked on the particles a bit and variation in the volcano mesh.

Reaper Man
July 22nd, 2008, 10:46 AM
Looking much better, still not very believable though. The sky looks flat, as if you placed a plane behind the mountain. Last time I checked, they sky didn't look like that. Also, basic rules of composition state that there should be something interesting in the foreground, currently all you have is a middleground and background.

Shouldn't the mouth of the volcano be more scorched looking? Also, the explosion isn't casting any light on the scene.

On a less relevant note; there's no point putting an image that's less than 800x600 or is exactly 800x600px in [shot] tags.

A quick google search came up with this nice looking tutorial with a decent final outcome, for (i'm assuming you're using) Max.
http://www.3dsmaxresources.com/tutorials/environment.html
What it teaches you to do is not great, but it's decent enough for starting off.

Disaster
July 22nd, 2008, 01:34 PM
http://i266.photobucket.com/albums/ii256/echo216/volcanic.png
Need to work on the sky a bit more. I fixed up the lighting... I think.

Hunter
July 22nd, 2008, 02:07 PM
Particals look better. What has happened to the texture in that image above? The lighting is better but where's the grass and shit.

Also add a light in the middle of it where the lava would come from, make it an orange colour, actually fuck that, add two or three with some orange and yellow colours and add a glow coming from the top.

I would +rep you but I can't yet.

Disaster
July 22nd, 2008, 02:15 PM
I realized most rocky bumpy volcanic mountains don't have grass on them =\
Next thing on the to do list is add some lava flow.

Bastinka
July 22nd, 2008, 03:23 PM
Whats with the square particles.. that repeats wayyyy too much, very obvious to see the square brush.

Disaster
July 22nd, 2008, 03:26 PM
There not square =\ There mesh.

Bastinka
July 22nd, 2008, 03:28 PM
Shape is square, so it's square. The colors inside the square make it look like dice, but it's still a square.

ExAm
July 22nd, 2008, 03:31 PM
I realized most rocky bumpy volcanic mountains don't have grass on them =\

Well yeah but they're going to have shrubs and stuff. Remember that volcanic soil is extremely fertile.

Disaster
July 22nd, 2008, 03:35 PM
But not directly on the rock also The fire particles are sperical and the smoke is using facing and a spherical particle. 2 emitters for smoke and 2 for fire.

Rob Oplawar
July 22nd, 2008, 03:47 PM
it doesn't matter what shape it is; the problem is the repetition. The plume is clearly made of hundreds of identical particles. Idk if that means you need to work on the particle blending or if you need to make more particle permutations.

FluffyDucky™
July 22nd, 2008, 11:17 PM
Make the particles more "rocky" and not so much "smokey", also, clear up a bit of the smoke or w/e around the tip of the volcano, or add more textures to make it more interesting, also, lava, red/yellow/orange? Hot colours, the colour you have there is more... pink? =/ Ideas. :)

DaneO'Roo
July 22nd, 2008, 11:26 PM
Ducky I think you mean make the textures more detailed and less blotchy. They were talking about the particles being the fire.

l SINERGY l
July 23rd, 2008, 01:42 AM
Just messing around with CrazyBump using that ramp texture from halo with the purple light thingies (looks like it belongs in GoW or UT3 maybe).

http://i78.photobucket.com/albums/j88/ll_JAY_ll/ramp.png

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Untitled-1-5.png

Llama Juice
July 23rd, 2008, 05:13 PM
In the epic battle that is of gummies, only one can reign supreme. Will it be the heavily outnumbered Bears? Or the under equipped worms?

http://www.llamajuice.com/img/wormsvsbearsthumb.jpg (http://www.llamajuice.com/img/wormsvsbears.jpg)

clicky for full res.

Point of this for me... was to take something very serious (war) and to try to make it silly.... but still make the painting look "professional"...ish. It was for a project for school.. and what's awesome is that since we don't have to shoot for realism we can develop our own style and just have fun with it, while still getting a good grade.

Con
July 23rd, 2008, 07:02 PM
:D

gummy worms ftw btw

killer9856
July 24th, 2008, 09:23 AM
some terrain i modeled.

http://i148.photobucket.com/albums/s15/SAH1R/newbspidontbelonghere.jpg

Disaster
July 24th, 2008, 09:30 AM
It's a good start like I said over at halomaps. It still needs some work though. It just doesn't look natural enough but your getting there.

Hunter
July 24th, 2008, 12:47 PM
I like it.

Bastinka
July 24th, 2008, 12:50 PM
It looks nice, just apply smoothing groups.

ExAm
July 24th, 2008, 02:38 PM
So, I just got IM'd by Halodoan. He got my hammer skinned:

http://img166.imageshack.us/img166/8452/hammerskin3gl5.jpg

I think this is the first thing I've made that has ever been skinned. I think it's pretty cool. Something's up with the strip lighting on the head, but otherwise, cool.

If you like it, rep halodoan, not me.

Bastinka
July 24th, 2008, 02:41 PM
Zoom into it and make the render like 1024x768px. Can't really see detail.

ExAm
July 24th, 2008, 02:49 PM
I didn't render it, but i'll ask doan.

EDIT:
http://img140.imageshack.us/img140/4541/hammerrender4oy4.jpg

Con
July 24th, 2008, 08:10 PM
some terrain i modeled.

http://i148.photobucket.com/albums/s15/SAH1R/newbspidontbelonghere.jpg
It may not look natural, but it looks Halo. Just work on some poly distributions and sharp edges.

Disaster
July 24th, 2008, 08:21 PM
http://i266.photobucket.com/albums/ii256/echo216/beutifulocean.jpg

Bastinka
July 24th, 2008, 08:54 PM
Looks pretty nice disaster, but the water textur seems kind of crappy or its some shiny sand or something. Doesn't really look like water at a double take. :/

Improvement is good though, keep trying!

Sever
July 24th, 2008, 09:18 PM
Looks pretty nice disaster, but the water textur seems kind of crappy or its some shiny sand or something. Doesn't really look like water at a double take. :/

Improvement is good though, keep trying!Exactly what I thought when I first saw it. It's still visually pleasing, but just not water yet.

Con
July 24th, 2008, 09:34 PM
TG?

Disaster
July 24th, 2008, 10:17 PM
I need to work on the water reflection. I was playing around with mental ray today and :iia:

Con
July 25th, 2008, 02:20 PM
i can takes pretty picturez??

http://img74.imageshack.us/img74/3388/flowerph1.jpg

Disaster
July 25th, 2008, 02:25 PM
Whoa Nice picture :iia:
Must Spread Rep some MOAR!

Bastinka
July 25th, 2008, 03:27 PM
Picture is okay, it has been seen too many times before.. A close up flower. Maybe try something a little different next time, either way it is pretty good.

Disaster
July 25th, 2008, 03:28 PM
http://i266.photobucket.com/albums/ii256/echo216/betterefleciton-1.jpg

legionaire45
July 25th, 2008, 03:33 PM
Sunsets aren't only one color. Add more purples and blues near the top/middle of the sky

Heathen
July 25th, 2008, 03:40 PM
Cute.

Bastinka
July 25th, 2008, 03:52 PM
Water still looks a bit edgy, are you using a bitmap or is it a plane?

Roostervier
July 25th, 2008, 03:57 PM
Make the water's geometry actually different. A flat plane with a bump map doesn't make realistic water.

Hunter
July 25th, 2008, 04:04 PM
Elephant which is nearly finished, don't bother saying that it is blocky, bungie made it blocky I made it blocky, I am not in the mood to start changing their design about because the computer had the blue screen of fucking death once, and the file when corrupt.

And it was like 80% finished and I had to start again from about 20% version of it.

And yes, It all needs tweeking becase there are multiple errors and it is not very accurate.

http://gamerscreek.com/users/WMHunterTLS/pics/Elephant6.jpeg

Bastinka
July 25th, 2008, 04:09 PM
[quote=Hunter;281067]..because the computer had the blue screen of fucking death once, and the file when corrupt.[quote]
Welcome to atleast one sixteenth of my world, god I really wanna trash this piece of shit PC.

On a topic related note, the model looks good. Nice high-res render, +rep for that. I don't really remember what the elephant looks like.

Disaster
July 25th, 2008, 04:14 PM
http://i266.photobucket.com/albums/ii256/echo216/purplelulz.jpg
New sky with a quick photoshop to touch it up.

Edit: Off to work on the water

Bastinka
July 25th, 2008, 04:16 PM
Clouds look way too pixelated, or scratchy/airbrushed. Fix it, clouds are soft not dotty.

Disaster
July 25th, 2008, 05:02 PM
http://i266.photobucket.com/albums/ii256/echo216/better.jpg
noise modifier ftw

teh lag
July 25th, 2008, 05:06 PM
Now the water is too rough and edgy. Looked better before.

Corndogman
July 25th, 2008, 08:18 PM
Hate to say it but its actually getting worse, you added more purple/pink to it which is good, but now i feel like there's not enough orange/red. Try to balance it. Water looks unrealistic now.

Get Dreamscape if you can, its what i made this with:
http://i199.photobucket.com/albums/aa303/corndogman939/lighthousesunset.jpg

You can do basically the exact same thing your doing, but a lot easier with it, except i didnt really bother to make a really fancy render with mine.

JunkfoodMan
July 25th, 2008, 08:43 PM
Hate to say it but its actually getting worse, you added more purple/pink to it which is good, but now i feel like there's not enough orange/red. Try to balance it. Water looks unrealistic now.

Get Dreamscape if you can, its what i made this with:
http://i199.photobucket.com/albums/aa303/corndogman939/lighthousesunset.jpg

You can do basically the exact same thing your doing, but a lot easier with it, except i didnt really bother to make a really fancy render with mine.

That reminds me of TF2, with the soft reflections in the water...
But yeah, disaster, now the water looks a bit like metal/scratched chrome, I think you should have kept it the way you had it before (textured plane). But maybe you could make the bump a bit softer/blurred, so it isn't so sharp.

killer9856
July 25th, 2008, 09:43 PM
http://i148.photobucket.com/albums/s15/SAH1R/sdaswip.jpg


I know, im still bad at textures.... http://i186.photobucket.com/albums/x236/CC128/cry.gif

Bastinka
July 25th, 2008, 09:46 PM
Good design with the black lines, but why do you have like a green glow around them? Scratches are too dark and there is really no definition of what the texture is supposed to be... Metal, wood or what?

Try to improve on your skills at maybe defining what it is supposed to be, otherwise the basic drawing is a good design just the colors and texture (What it is) need lots of work.

killer9856
July 25th, 2008, 09:49 PM
I can never get that green forerunner look.

Im better at the grey metal stuff... thanx for the crit though

Bastinka
July 25th, 2008, 09:52 PM
If you can make metal just overlay a green layer or make a new layer over the metal filtered part, then just fill the layer (Or parts of it) to the intensity of green you want and change the opacity.

Snowy
July 25th, 2008, 09:52 PM
http://i2.photobucket.com/albums/y37/snowysnowcones/BAWLS_noQcon.jpg

Bastinka
July 25th, 2008, 09:54 PM
Pretty realistic render, although the glass isn't really shown and it looks sort of plastic. Given away by the pop off bottlecap. Nice design, is it an actual drink or is that just for luls?

Corndogman
July 25th, 2008, 09:56 PM
E: This is in response to killers texture, i took forever to type it though.

Needs more... depth and variation. For example parts that seem like they're elevated need to look more like they are higher up, and with a different colored metal. Its mostly all very similar colors which makes it very bland, add some variation.

Also the scratches, they look unnatural and like you just randomly dodged around with no real thought to it. For instance you have scratches going straight across areas where its supposed to be at different heights, when realistically it would not scratch like that.

The design looks pretty good but seems a little screwy in some areas. like its meant to be mirrored but its different in some areas. its mainly the middle polygons things, they are not centered within each other, and one side is not the same as the opposite side.

I'd say go back to the original part (before you added the scratches and colors, just the lines) and mirror the top right quadrant across to all four quadrants. then it should be all symetrical then you can proceed to paint the color.

/rant, hopefully that helped.

killer9856
July 25th, 2008, 10:04 PM
Okay, well I don't have the layers with the lines anymore.

I practice more =]

Disaster
July 25th, 2008, 10:05 PM
xfire nao
also texture needs alot of work. Looks like you just painted the patern onto an uninteresting background.

Heathen
July 25th, 2008, 10:50 PM
Bawls is a real drink. I have some right here :D

Ill get pic in a sec...brb.

l SINERGY l
July 26th, 2008, 01:08 AM
Another base texture this time it's mud:


Random google image:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Mud_closeup.jpg

Went into photoshop and got it to tile:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/mud_diffuse_final.png

Then used CrazyBump to get my normal,spec,ambient maps which comes out looking like:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/viewport.png

LinkandKvel
July 26th, 2008, 04:20 AM
Another base texture this time it's mud

I'm glad you said that because at first glimpse.............looks like shit, literally

ExAm
July 26th, 2008, 04:28 AM
Pretty nice, actually.

Reaper Man
July 26th, 2008, 09:19 AM
i can takes pretty picturez??
[pic]

Nice idea, a tad cliché, but still done decently. Could use more saturated greens and the shot is slightly underexposed. Also, shooting with the sky backlighting your photo wasn't a good idea, it caused lens flare and of course a blown-out white sky.
E: more like this maybe?

http://img255.imageshack.us/img255/5445/flowereditpt8.jpg

Disaster
July 26th, 2008, 12:33 PM
http://i266.photobucket.com/albums/ii256/echo216/better-1.jpg

Reaper Man
July 26th, 2008, 01:02 PM
Woah, looking much better! Also, not entirely relevant, but since I'm obsessed with photography, the composition would look better if the horizon wasn't dead-centre.

JunkfoodMan
July 26th, 2008, 01:27 PM
IMO the water still needs work. It looks too rough to be water.

Heathen
July 26th, 2008, 03:20 PM
Not to nitpick, but maybe a little more orange and green in the sunset, and as far as the horizon being centered, I think its better centered because you get a good view of sky, sun, and water.

Hunter
July 26th, 2008, 04:15 PM
Blur it or something, Make it a "bit" smoother

Disaster
July 26th, 2008, 06:35 PM
IMO the water still needs work. It looks too rough to be water.
Water is supposed to be rough not smooth. Then it would look too much like a mirror. And as for the horizon should I lower it or raise it? I will work on adding more oranges too.

JunkfoodMan
July 26th, 2008, 07:11 PM
Water is supposed to be rough not smooth. Then it would look too much like a mirror. And as for the horizon should I lower it or raise it? I will work on adding more oranges too.

Water should be rough. but not THAT rough. Right now it looks like slightly reflective metal.

Disaster
July 26th, 2008, 07:17 PM
http://i266.photobucket.com/albums/ii256/echo216/better-1.jpg
http://palmbeachprincess.fateback.com/blue-water.jpg
Looks the same to me :confused:

Sever
July 26th, 2008, 07:28 PM
403'd!

Con
July 26th, 2008, 10:59 PM
Can you make the waves taller?

Heathen
July 27th, 2008, 12:12 AM
mb it looks too still.

Hunter
July 27th, 2008, 08:38 AM
Add some random sea monster :p

Just kidding Lol.

I still think the waves should be a bit more blurred like...

Reaper Man
July 27th, 2008, 08:42 AM
So I got bored and made these, I think they're pretty accurate to the originals. Are they? Also, suggestions for others I should do? Also, they're SWF files, hence lack of transparency :saddowns:
http://sa.tweek.us/emots/images/emot-fappery.gif
:cop:
quality=high width=300height=700 parameter=parameter_value
quality=high width=300height=600parameter=parameter_value

InnerGoat
July 27th, 2008, 10:51 AM
p awesome reaper :neckbeard:

Monopoly
July 27th, 2008, 12:38 PM
So I got bored and made these, I think they're pretty accurate to the originals. Are they? Also, suggestions for others I should do? Also, they're SWF files, hence lack of transparency :saddowns:
http://sa.tweek.us/emots/images/emot-fappery.gif
:cop:
quality=high width=300height=700 parameter=parameter_value
quality=high width=300height=600parameter=parameter_value


Add fingers to the fapper, also this guy http://sa.tweek.us/emots/images/emot-gizz.gif

OmegaDragon
July 27th, 2008, 04:34 PM
Decided to practice a bit on my modeling and managed to find an old backup of my hardy daytona model, over the last couple of days, I gave it a bit of a touch up added some motor components, fixed the seat, mirrored what I had, and added an auto smooth to make it look prettier. Would like to know what I can fix with what I have so far (without adding the obvious missing front wheel, i'm already working on that with some new handle bars since the old ones where crap). Also note that the bulge is a placeholder and is going to replaced with one that has the elongated nose and the headlight.

http://i13.photobucket.com/albums/a258/OmegaDragon_7/hardydaytona.png

Original one from the game:
http://i13.photobucket.com/albums/a258/OmegaDragon_7/1427252604_ae2af8d542_o.jpg

Disaster
July 27th, 2008, 04:39 PM
There is a smoothing error on the seat but that's about all I can spot. Looks good.

Reaper Man
July 28th, 2008, 01:17 AM
Add fingers to the fapper, also this guy http://sa.tweek.us/emots/images/emot-gizz.gif
Lol, maybe. I don't know if it'll look good with fingers, I'll ad em and have a look. I'm probably gunna do the others that use the same face :eng101: etc first.

il Duce Primo
July 28th, 2008, 01:08 PM
The gas tank looks fugly. Angle the exhaust pipes upward a little.

ItsMeTerror
July 28th, 2008, 08:32 PM
http://gamerscreek.com/users/WMHunterTLS/pics/fore_runner_floor%20copy.jpg
Better?


Sorry havnt been on the forums for some time now and Im catching up on everything. It looks very nice but shouldn't you make a specular map, instead of painting the specular on the medal. I when I tried texturing was always critisised on those specific things. Just informing what I was informed some time to go.

HDoan
July 28th, 2008, 09:02 PM
http://img57.imageshack.us/img57/5531/sniper1ex6.jpg
http://img59.imageshack.us/img59/6240/sniper2hg5.jpg

Disaster
July 28th, 2008, 09:03 PM
That looks really good.

Bastinka
July 28th, 2008, 09:06 PM
Wireframe?
Also why does it have the ( W ) on the side?..

Disaster
July 28th, 2008, 09:08 PM
I have no clue but its on the h3 sniper rifle.

Bastinka
July 28th, 2008, 09:10 PM
It is? I never saw it then, and it's not really necessary.

HDoan
July 28th, 2008, 09:12 PM
Wireframe?
Also why does it have the ( W ) on the side?..
The W was on the Halo 3 one so I modeld it in, made this so I could try that AO thing I've been hearing about.

Anyways heres the wireframe
http://img301.imageshack.us/img301/2234/wiresniper1mf8.jpg

Bastinka
July 29th, 2008, 01:54 PM
Looks pretty good but get rid of the mirror line in the back and the trigger. Also the polygons by the little crevice on the stock, or part behind the trigger handle, seem kind of weird..

EDIT: Whats the tri count?

HDoan
July 29th, 2008, 02:03 PM
Looks pretty good but get rid of the mirror line in the back and the trigger. Also the polygons by the little crevice on the stock, or part behind the trigger handle, seem kind of weird..

EDIT: Whats the tri count?
It's 6k tris, I worked on cleaning it yesterday, ill go for the grip later on today.

Roostervier
July 29th, 2008, 02:08 PM
Try getting it down to 4k tri's. It really shouldn't be above that for the level of detail in the model. Leave the W out, for instance. That can be done in a bitmap. The pistol grip could have a lot less tri's too, it technically doesn't have to be anything more than a box. Even if you wanted it to look less boxy, you could still do it in less tri's than you have. Most of the indents on the stock could be put in the bitmap as well, you don't need that in there. No one even sees the stock that often. If you get rid of that stuff, you should easily have it down to 4.5k tri's.

Bastinka
July 29th, 2008, 02:37 PM
Is this going in game?
Also, there a segment on the front end of the scope.

HDoan
July 29th, 2008, 03:44 PM
It's going ingame.
It's currently 4.8k tris
http://img528.imageshack.us/img528/9654/sniper3ob7.jpg

Bastinka
July 29th, 2008, 03:51 PM
Skin it, make the FP version better (Delete the front part of the barrel, the one you don't see in the FP view) to save some FPS.

Monopoly
July 29th, 2008, 05:20 PM
That wont save you anything, don't even bother.

OmegaDragon
July 30th, 2008, 06:28 AM
Soooo, I got terribly bored and decided to make a render of what I have with what I learned in vray during the past few days. Here it is :D
There are no textures in this render. I think I kinda went overboard with the chrome on some parts though...

http://img410.imageshack.us/img410/783/hardurx0.png

Kalub
July 30th, 2008, 06:54 AM
chrome is perfect.... fack I need to get back into modeling :(

Con
July 30th, 2008, 11:54 AM
http://img291.imageshack.us/img291/9885/sketchcopypf8.jpg

for the modeling contest

Hunter
July 30th, 2008, 12:04 PM
Looks nice, I would +rep but got to wait 24 hours.

Bastinka
July 30th, 2008, 12:07 PM
http://img291.imageshack.us/img291/9885/sketchcopypf8.jpg

for the modeling contest
You gonna model that? :-3

Disaster
July 30th, 2008, 01:38 PM
I think he is. Also new sig.

Bastinka
July 30th, 2008, 01:41 PM
Pedobear is cut out badly, Awesome smiley has like 90% Opacity, Needs a 1px black border and text needs a change.

ExAm
July 30th, 2008, 01:58 PM
http://img291.imageshack.us/img291/9885/sketchcopypf8.jpg

for the modeling contestVery nice.

Here is mine:

http://i231.photobucket.com/albums/ee6/TheExAm/apcconcept.jpg

Heathen
July 30th, 2008, 02:16 PM
Wind pretty much said what I was gonna say about your new sig.

Corndogman
July 30th, 2008, 02:28 PM
I sorta have a concept in my head, but I cant really draw, I don't know anything about military stuff, I've never modeled a vehicle, and I'm going to be very busy with school starting back up. Don't think I'll enter but maybe I can try, I'm not sure if my concept will even qualify, Its a little unorthodox.

Hunter
July 30th, 2008, 02:36 PM
I can't draw :( I might try tonight...

Disaster
July 30th, 2008, 02:38 PM
Wind pretty much said what I was gonna say about your new sig.
I started using photoshop yesterday so i consider this a big accomplishment. I'm going to work on it a bit more.

Heathen
July 30th, 2008, 02:44 PM
And @ the Bike. That looks real wtf.

Disaster
July 30th, 2008, 03:07 PM
The bike does look real and I think I fixed the sig up.

Bastinka
July 30th, 2008, 03:09 PM
Looks nicer, get rid of the Awesome smiler or even better make it fit the background.

Heathen
July 30th, 2008, 03:19 PM
MUCH NICER. I like the :awesome: smiley on there however.

Disaster
July 30th, 2008, 03:21 PM
So do I :awesome:

Rob Oplawar
July 30th, 2008, 03:28 PM
dammit guys stop being better than me.

Con
July 30th, 2008, 06:33 PM
You gonna model that? :-3
yes


http://i231.photobucket.com/albums/ee6/TheExAm/apcconcept.jpg
Those wheels remind me of something WOL had a while ago. They're pretty cool.

ExAm
July 30th, 2008, 06:54 PM
yes

Those wheels remind me of something WOL had a while ago. They're pretty cool.I think it was his ATV that had a similar concept

il Duce Primo
July 30th, 2008, 11:39 PM
Got around to finishing it today as power was out. Meant to be practice to play with shape and form of faces and get what I want without using many
http://img185.imageshack.us/img185/2064/logsyt4.jpg

Con
July 31st, 2008, 12:47 AM
I always get a happy feeling seeing low poly models and low res skins. Reminds me of older games.

Bad Waffle
July 31st, 2008, 03:14 AM
I think it was his ATV that had a similar concept

It was the Puma, a jeep dealio.


I always get a happy feeling seeing low poly models and low res skins. Reminds me of older games.

the logs are like from harvest moon!


some terrain i modeled.

http://i148.photobucket.com/albums/s15/SAH1R/newbspidontbelonghere.jpg

I like this, smooth it and throw some texture on there.

http://img291.imageshack.us/img291/9885/sketchcopypf8.jpg

for the modeling contest

This is like advanced wars, man. I like it.

Chainsy
July 31st, 2008, 11:56 AM
Started on my apc concept, since this was is more..different then the average apc, I'm going to do side, top, back and front for my partner.
Basically this is a modification of the wraith, its main cannon was removed, and a large bed was installed, with deployment seats, and a cage that generates a shield around the bed for protection. The cage spikes also act as boarding spikes, as they turn and clamp down to the surface the apc is currently over. Its armament is one modified plasma cannon, and its speed is about that of a hog, maybe slower. It can fit up to 12 people, including driver and gunner and can hover up to 80 feet above the ground (when boost is applied, but normally it hovers about 5-10 feet off the ground.) This is in no way the final design, and any details may be changed to fit me and the modelers preferences.
http://img243.imageshack.us/img243/4198/conceptsidecopyal9.jpg

Bastinka
July 31st, 2008, 12:02 PM
Yet again another 20% finished concept, what happened to the rest of it? And what happened to the other ones?

It's like your addicted to posting 'concepts' that are 20% done, not enough done to give crit.

Roostervier
July 31st, 2008, 12:09 PM
I have to agree with silent. Why didn't you just finish it before posting it?

Chainsy
July 31st, 2008, 12:17 PM
Because I showed it to my modeler, and he got confused with all the details of the paintings, so I'm letting him view it over before the finish the whole thing, were also deciding on other details, since the only thing that wont change is the part I painted, and we wanted to hear feedback of where we should go with it, or if this design is good.

Hunter
July 31st, 2008, 12:44 PM
I lyk high polyzz

http://gamerscreek.com/users/WMHunterTLS/pics/Bubble_Shield1.jpeg

And I just noticed some mother fucking error... Well a few actually. I got bored and I want a Bubble Shield so....

Disaster
July 31st, 2008, 12:48 PM
Can we see a wireframe?

Hunter
July 31st, 2008, 12:50 PM
Damn, Tomorrow, I've just shut max down and I have got to go out in a min, im on untill my cheese on toast its done :D Lol.

Roostervier
July 31st, 2008, 01:43 PM
Because I showed it to my modeler, and he got confused with all the details of the paintings, so I'm letting him view it over before the finish the whole thing, were also deciding on other details, since the only thing that wont change is the part I painted, and we wanted to hear feedback of where we should go with it, or if this design is good.
It's as simple as keeping it to yourself until you and your modeler have agreed on all the details and your concept is complete. It's pointless to show off a 20% finished concept because we only get a very vague idea of what it will look like.

HDoan
July 31st, 2008, 02:30 PM
Damn, Tomorrow, I've just shut max down and I have got to go out in a min, im on untill my cheese on toast its done :D Lol.
Share please, anyway it looks good. Now I have an urge to model it :|

Monopoly
July 31st, 2008, 05:40 PM
I lyk high polyzz

http://gamerscreek.com/users/WMHunterTLS/pics/Bubble_Shield1.jpeg

And I just noticed some mother fucking error... Well a few actually. I got bored and I want a Bubble Shield so....

This isn't high poly, it's covered in errors, and I have no clue what you're trying to accomplish.

ExAm
July 31st, 2008, 11:03 PM
First few hours of modeling:

The wheel turned out rather nice, still need some more detail.
http://i231.photobucket.com/albums/ee6/TheExAm/Picture171.png

The body still need some more roughing out - i'm going to mirror it when I finish with the detail.
http://i231.photobucket.com/albums/ee6/TheExAm/Picture172.png

SUPER HAPPY FUNTIME EDIT:
prettied the wheel/motor assemblies
http://i231.photobucket.com/albums/ee6/TheExAm/Picture173.png

Hunter
August 1st, 2008, 05:29 AM
This isn't high poly, it's covered in errors, and I have no clue what you're trying to accomplish.

Not high poly yet, Those stupid errors where from when I bent it, so I'm going to do it another way.

What am I trying to accomplish? Well, have my own Bubble Shield model...?

Disaster
August 1st, 2008, 06:54 AM
Exam, Needs moar machine gun turret at the top =P when your finished.

ExAm
August 2nd, 2008, 12:02 AM
I had to leave out the machine gun from the contest version, as well as remove all the wonderful detail from the wheels :(

here's the pretty-much-finished contest model
http://i231.photobucket.com/albums/ee6/TheExAm/frontright.jpg

http://i231.photobucket.com/albums/ee6/TheExAm/backrightnew.jpg

Disaster
August 2nd, 2008, 09:12 AM
Looks like a Hippo from the front :lmao: but the rest looks good.

killer9856
August 3rd, 2008, 04:11 PM
i didn't see the hippo at first lol.

anyways, i decided to use the polygon tool to try and do forerunner textures.

http://i148.photobucket.com/albums/s15/SAH1R/rendear.jpg


I didn't color it all the way because I suck at coloring.:(

Can someone help me out with forerunner colors?

Roostervier
August 3rd, 2008, 04:15 PM
Lol, the one part looks like a guy with big ears and a rather large mustache. The texture itself is meh. The diffuse is very bland, it looks like flat colour. If you need help with colours, open a forerunner texture and just take the colours it uses. =p

Malloy
August 3rd, 2008, 05:11 PM
have you modelled that then planning to render to 512x512 ( or whatever dim's) and touch up in Photoshop?

Invader Veex
August 3rd, 2008, 10:31 PM
spartanlasergoeshereplz

DaneO'Roo
August 3rd, 2008, 11:03 PM
http://img112.imageshack.us/img112/6854/floodinfestation1dj8.jpg

basic texture and normal map are done, once I finish the normal map fully, then I'll finish the diffuse and then the specular and so on and so fourth. Once the main body is done, then I'll work on the petal wings and the decorator tentacles.

And for fucks sake, they're not legs, in fact, they're it's arms. I modeled them in the origins of legs so that when I go to rig and animate, I have more geometry to work with. This is a flying flood, not a walking one.

*e*

http://img212.imageshack.us/img212/3320/54314843bp2.jpg

Just a snap of the hip poly mesh from mudbox

killer9856
August 3rd, 2008, 11:30 PM
:eek:

Good stuff.

but, just a question, should there be those little tentacles like the parasites? just wondering.

Reaper Man
August 3rd, 2008, 11:45 PM
Holy shit Dane, you've really outdone yourself this time. Awesome stuff!

DaneO'Roo
August 3rd, 2008, 11:54 PM
I mentioned those. Those are the decorator tentacles. They'll be done by just planes.

Anton
August 4th, 2008, 12:06 AM
Great job Dane, how did you end up unwrapping it if you don't mind me asking :)


Looks great so far, and I definitely can't wait until it's completely finished.

ExAm
August 4th, 2008, 12:40 AM
He probably has PS CS3, you can paint directly on the model in that.

Anton
August 4th, 2008, 01:12 AM
Yeah, I'm pretty sure he has cs3, what I meant was the methods in 3ds Max or Maya. Pelt Mapping, The normal unwrapping methods etc.:)

DaneO'Roo
August 4th, 2008, 01:15 AM
What?

How would that work in max, noting the fact that textures in 3d programs need actual uv coordinates.

I pelt mapped it in max, I'm painting the textures in photoshop. I dunno how to paint on models in photoshop. I know how to import the models in though.

and why would it matter if it was cs3?

the other photoshops do the same shit. I don't use any fancy cs3 filtering or the extra stuff. I just paint and blend layers accordingly. Same old same old.

Con
August 4th, 2008, 01:23 AM
The CS3 model painting isn't really that great.

DaneO'Roo
August 4th, 2008, 01:30 AM
Speaking of whihc, I tried out a program once called Bodypaint 3D, it's like, soley for painting directly on the model, and it does it AWESOME. It's basically the texturing and uv mapping parts of max, merged with photoshop.

Invader Veex
August 4th, 2008, 01:30 AM
May I get some crit on the Spartan laser skin on the last page? :|

e. I want want Dano speaks of.

Anton
August 4th, 2008, 01:57 AM
What?

How would that work in max, noting the fact that textures in 3d programs need actual uv coordinates.

I pelt mapped it in max, I'm painting the textures in photoshop. I dunno how to paint on models in photoshop. I know how to import the models in though.

and why would it matter if it was cs3?

the other photoshops do the same shit. I don't use any fancy cs3 filtering or the extra stuff. I just paint and blend layers accordingly. Same old same old.

I'm glad pelt mapping was what you chose, it just seemed like that model would work great with it. :)

Also, I know it doesn't matter if it was painted in CS3, I was just mentioning to him that I thought you used CS3 to paint your textures.:(

Love you Dane :-3

Edit:

I was playing in PS and was just drawing random things, then i decided to draw a probably never going to be realistic APC. It's NOT for Snaf's challenge.

http://t1xanton.com/files/images/apc.jpg
http://t1xanton.com/files/images/apcmagnets.jpg
The reason for the magnetic one is for mines and other explosive objects. I figured if they were going to go through a potentially mined area they could possible use something like this to take a hit and come to the ground safely. :3 like i said, not realistic.

DaneO'Roo
August 4th, 2008, 03:02 AM
Ok, the laser is a good start, but focus on the edges of the geometry and how dirt and other things would take place in those areas. Right now everything is too soft and too blended for such an angular and hard weapon. Try add some slight scuffing along the edges. Also try some more detail. Not in the way of dirt and grunge, but in the way of colour. Some slight difference in hue can make all the difference.

Also, I need help, which colours, I can't decide:

http://img211.imageshack.us/img211/2626/floodinfestation1ux8.jpg

http://img515.imageshack.us/img515/2928/floodinfestation2ay0.jpg

I think I'm liking the second one more, but I'm not sure :gonk:

beele
August 4th, 2008, 03:12 AM
The second one does have something special in my opinion.

Anton
August 4th, 2008, 03:28 AM
The second one looks better to me for some reason, but the first is not bad.

Boba
August 4th, 2008, 04:02 AM
I like the first one, in my opinion; it looks more flood-like than bright blue, heh.

Llama Juice
August 4th, 2008, 05:05 AM
http://www.llamajuice.com/school/FS/knight/render2.jpg

I didn't model/texture anything, all I did was pose the guy, lit the scene, and added the background

Graded on composition.

http://www.llamajuice.com/school/FS/knight/render1.jpg

http://www.llamajuice.com/school/FS/knight/render3.jpg

SnaFuBAR
August 4th, 2008, 05:23 AM
RUN THE GAUNTLET!

literally.