Re: The Studio Quick-Crit Thread
http://img228.imageshack.us/img228/2...colorsmall.png
Huge Version...
Well, almost done. Just a few more tweaks here and there from what I can see. Would love if someone could point out any errors or pass along some tips. Speaking of which; MrBig, I tried using the offset tool but I couldn't get the results I wanted with it. Of course though, I'll have to play around with it more to get a feel for it and learn how to properly use it (which is pretty straightforward, just not in a "learning mood" atm). Nonetheless, thanks for the tip. I think it's turning out good though, just the way it is.
Re: The Studio Quick-Crit Thread
The bottom of the image where his neck is just looks weird how his neck gets smaller. Makes it look like the rest of him would just be a worm body.
Re: The Studio Quick-Crit Thread
http://i298.photobucket.com/albums/m...mv2/sheet1.jpg
WIP character sheet... not sure if I'm going to shade it or not, some input would be good (sorry about the outlines Snaf, force of habit)
Re: The Studio Quick-Crit Thread
Re: The Studio Quick-Crit Thread
Working on a custom hunter design.
This one which once done will be designed along the lines of using upgraded covenant technology [hunter has shields in more ways than one]
I've added the hunter to the scene to show the proportions which seem to be all in shape.
Any C&C on the design or other aspects would be greatly appreciated.
http://img134.imageshack.us/img134/6749/rendera.pnghttp://img232.imageshack.us/img232/8...2aug142352.jpghttp://img199.imageshack.us/img199/1...1aug142352.jpg
Re: The Studio Quick-Crit Thread

2652 triangles. same deal as last time. its for a game, and im looking for crit on my mesh, smoothing, and poly distribution
Re: The Studio Quick-Crit Thread
it looks good, but when you put it in the game, you could reduce the amount of polys on the grib area, since there is going to be a hand there
Re: The Studio Quick-Crit Thread
i plan to have the whole weapon used in the first person animations, so unless youre talking explicitly about the part where the hand will be, youre going to see everything in the anims, including that bottom bulb part
Re: The Studio Quick-Crit Thread
2.6k tris is fine for a first person model. In fact, it's good for a third person model in some cases. I wouldn't worry about reducing the tris, personally.
Re: The Studio Quick-Crit Thread
spheres are useless in games, the amount of polys for the effect is just silly.
Grab a box, smooth it two/three times. You'll get the same effect.... tons easier to UV too.