Your material definition is terrible. The fur does not look like fur, the armour looks like a bunch large blurry lines, and how you're making the armour isn't brutish at all. It looks like you're having him wear short shorts that are pulled up past his belly button, too. Look off Bungie's if you have to. Along with all that, its skin doesn't look all the convincing either, because it has too much contrast from the lighting. The muscles have been poorly made, too (from what I can see, which admittedly isn't much since it's so small).
February 22nd, 2009, 12:55 AM
DEElekgolo
Re: The Studio Quick-Crit Thread
A lot of things that you put in the texture would have looked a lot better if it was part of the model.
Remember this beast? Back from the old Halo days, when MC looked like fucking Robocop?
Yeah that's the one. well
I'd post an animations video if I knew how to render them lol... Anyway what can I do to optimize this fucker before I actually start work on a REAL texture?
First serious model in Max aside from Deck, be easy *ducks*
E: Anis. First attempt at two-armed animations so far.
Wow youtube's like "hurr get cut off like a full second early." What an asshole.
February 22nd, 2009, 05:11 AM
ExAm
Re: The Studio Quick-Crit Thread
There be a rendering guide right here in this forum, sir.
February 22nd, 2009, 05:16 AM
t3h m00kz
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ExAm
There be a rendering guide right here in this forum, sir.
...
Oh. Sweet. :haw:
brb wit anis
February 22nd, 2009, 09:20 AM
ODX
Re: The Studio Quick-Crit Thread
The idle, is good, but the fingers on the left hand need to have a more noticeable bend in the middle and tips of the fingers. Right now it looks like you just used the bottom of the fingers. Try looking at L4D's zombie hand idle, the fingers curve a lot, but still in the human capabilities. I think the finger movements would fit great in this.
The first melee, really isn't a way I'd swing a knife. And even if it was, it wouldn't exactly stop right at the edge of the screen. I'd either go with a melee that comes from the left and swings across to the right, sort of like some backhand tennis swing, or change the position of the hand so that it's facing down during what you have now. Whichever one you want though, I think my second option would look cooler though. I'm going to skip the second melee because I really haven't used a knife so I have no idea if that's logical or not.
Something I always love doing though is something I abbreviate to r2o, or Return 2 Origin. Right now, yours look a bit strange, or too stiff like during the ready. Add some interesting movements, instead of just placing the origin's frame after you're done with the main part of the animation, because then the rotations get really effed up. You'll soon start doing it, I used to just place the origin's frame, then when it was halfway there, raise it up a bit. Here, try rotating it a bit in the opposite direction it's going as well as moving it up a bit, or down if you want to try something with that.
Dear lord, I've typed way too much. I only have limited use of an ICEE Crit, and I'm way over. Now I've got to pay him a bunch of money :(
Also, was that quick crit? Sorry if I went overboard, first time actually posting my opinions in here. Don't kill me.
February 22nd, 2009, 10:09 AM
Chainsy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
What happened to the larger render?
There was so much wrong with the skin I decided that nothing short of a total reskin would be of any use.
February 22nd, 2009, 11:37 AM
Con
Re: The Studio Quick-Crit Thread
the shape of the blade is wrong, and it looks too short.