Obviously were both stubborn as mules and wont budge our opinions any further then the other will. And Ive think weve gone off topic for way too long. I havnt been trying to insult you, and when you start to cuss in frustration is when I decide to stop this debate. If your that mad as to result in that rude comment, I wont participate in this anymore, if you truly desire to continue this, though I would be utterly stumped to as why, you can contact me in the pms. Since no one else other then rossum has any opposition towards the design, I will continue up with a full cocnept.
June 16th, 2008, 12:59 AM
rossmum
Re: The Studio Quick-Crit Thread
I haven't insulted anyone so I don't know what the hell post you've been reading. Clearly none of my other 8,000-odd, otherwise you'd realise I swear like fucking crazy no matter what kind of mood I'm in.
Don't accuse me of trying to be rude when I'm damn well not, thanks.
June 16th, 2008, 01:03 AM
Chainsy
Re: The Studio Quick-Crit Thread
Your not helping your cause.
June 16th, 2008, 03:01 AM
Timo
Re: The Studio Quick-Crit Thread
This stops here.
June 16th, 2008, 03:12 AM
Kalub
Re: The Studio Quick-Crit Thread
I'd prefer if it didn't though. It seems ross can argue....
Who knew?
If you don't know I'm kidding kill yourself, also +rep ross
June 16th, 2008, 04:16 AM
rossmum
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Timo
This stops here.
does 'this' include his inability to take honest criticism without flaring up or not
also
June 16th, 2008, 07:28 AM
Chainsy
Re: The Studio Quick-Crit Thread
Its looking good, but can you show us how they work on a moving target or in a frantic situation?
That looks much better than it used too. Still not completely accurate, but it's a nice model. Also, quit posting the polys and post the tris. There can be several triangles in one polygon.
June 16th, 2008, 01:08 PM
PenGuin1362
Re: The Studio Quick-Crit Thread
looks pretty clean. Also he's right ^.
June 16th, 2008, 02:18 PM
Hunter
Re: The Studio Quick-Crit Thread
Triangles: 9437
Obviously I will make a lower poly/tri version. Lol.
June 16th, 2008, 05:06 PM
rossmum
Re: The Studio Quick-Crit Thread
June 16th, 2008, 05:33 PM
Chainsy
Re: The Studio Quick-Crit Thread
I really like the 1st ones overall range and its rate of fire plus low recoil, but the sights seem to make it very hard to aim. The 2nd one i like its sheer force, but because of the recoil, it makes you have alot of trouble getting the reticle on the right spot. The 3rd ones reticle I absolutely love, it seems to be the first 2 combined and would be my choice for long range. Has overall good recoil, very easy to use reticle aiming, has plenty of power behind it, and has a reasonable rate for such a powerful weapon. If you fix the 1st ones reticle to be more aiming friendly, or maybe spread out the shots for an easier hit, it will be my favorite.
June 16th, 2008, 05:40 PM
rossmum
Re: The Studio Quick-Crit Thread
The first one's reticle is dead true to real life and its accuracy is close as well.
Gameplay can go fuck itself, I make these for more realistic combat, not CSS hitscan/cone of fire bullshit.
June 16th, 2008, 06:06 PM
Chainsy
Re: The Studio Quick-Crit Thread
Shouldve mentioned that before so I can save my crit for someone who will actually want to change it.
June 16th, 2008, 08:07 PM
fatso784
Re: The Studio Quick-Crit Thread
Fucking LOVE the realism there, rossmum. What you're going for is truly worth it. All these games that advocate run and spray techniques aren't true shooting; this is.
June 16th, 2008, 09:28 PM
rossmum
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by sKc_Chains
Shouldve mentioned that before so I can save my crit for someone who will actually want to change it.
I'm a realism nerd, I assumed it went without saying. Particularly as I did quite plainly go out of my way to make the sight like that and get rid of as much gamey shite as possible.
Still, no harm done.
June 16th, 2008, 09:33 PM
Chainsy
Re: The Studio Quick-Crit Thread
True, are you planning are using these for anything in particular? Or just showing off your skill?
June 17th, 2008, 01:31 AM
rossmum
Re: The Studio Quick-Crit Thread
Gmod RP script, most likely. Possible applications in a mod away down the track, currently writing up a storyline.
June 17th, 2008, 03:00 AM
Kalub
Re: The Studio Quick-Crit Thread
Hello Iron Maiden, would you like to go to prom with me?
Also, smoothing groups.. from what you can tell does it look like I use them right? Because I have never watched a tutorial or anything telling me how you use them...
June 17th, 2008, 07:52 AM
rossmum
Re: The Studio Quick-Crit Thread
Yeah, they look about right
June 17th, 2008, 08:00 AM
Hunter
Re: The Studio Quick-Crit Thread
Okay. Good.
June 17th, 2008, 03:47 PM
Corndogman
Re: The Studio Quick-Crit Thread
Looks a lot better than my UV templates hunter, Something looks off on the inside of the handle though, behind the trigger. fix that and finish it up, give it a nice texture.
smoothing look fine, I've never used a tutorial either, its not hard to figure out.
June 17th, 2008, 04:32 PM
Hunter
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by corndogman939
smoothing look fine, I've never used a tutorial either, its not hard to figure out.
The model is still not done: (DEFFINATELY STILL A WIP)
-I havent made an interior
-emblem details
-some of the part seams are a little messy
-Some parts have no material assigned to them, so they are black or grey
-the black rim around the side windows looks....eeh...gross
-i am missing details such as the whipers
-the two halves arent sealed.
-The spoiler was not my idea. it was for a friend, but i dont think it looks that bad...even if its on a BMW.
-i forgot to texture the barrels on the far left......oops
June 22nd, 2008, 04:42 PM
alby
Re: The Studio Quick-Crit Thread
You should clean up the front by the grill, and the headlights look a little bumpy. The rims look good, and I really like the scene in the picture. I used to model cars like two years ago but I never finished any of them. I should really get back to those projects of mine. Hope that it turns out good, you should also post a render of the back end.
June 22nd, 2008, 04:43 PM
Limited
Re: The Studio Quick-Crit Thread
@kenny
Side mirrors need a bit of work, seem a tad too high. Looks great though.
June 22nd, 2008, 04:44 PM
kenney001
Re: The Studio Quick-Crit Thread
Thanks and that is one of my troubled parts i know. I just wanted to test my scene. Its actually pretty clean other than the seam, just the reflection makes it look all unsmooth and dented.
And the rear is still un-materialed and I dont have the time to do it right now...I will later.
June 23rd, 2008, 01:04 AM
kenney001
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Limited
@kenny
Side mirrors need a bit of work, seem a tad too high. Looks great though.
I thought so too but the blueprint told me otherwise..
It turned out very nice Tweekie! Make sure you give her some tatoos or something, that would really top it off.
June 23rd, 2008, 07:31 PM
Chainsy
Re: The Studio Quick-Crit Thread
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3
June 23rd, 2008, 07:37 PM
Reaper Man
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by sKc_Chains
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3
n, it is practical for buttsex. Nice model, Tweek, I agree with con on the tattoo idea.
June 23rd, 2008, 08:21 PM
LlamaMaster
Re: The Studio Quick-Crit Thread
It's nice, but I hate how the ass is exposed.
June 23rd, 2008, 08:28 PM
teh lag
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by sKc_Chains
Its an amazing, sexy model, but not very practical with the whole behind exposed. :3
Quote:
Originally Posted by Reaper Man
n, it is practical for buttsex.
:lmao:
Also, those spikes must be painful to be poking you there all day :(
June 24th, 2008, 12:33 AM
kenney001
Re: The Studio Quick-Crit Thread
or exciting?
June 24th, 2008, 01:46 AM
Pooky
Re: The Studio Quick-Crit Thread
Cool, tweek modeled a really expensive prostitute
June 24th, 2008, 12:07 PM
Tweek
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by LlamaMaster
It's nice, but I hate how the ass is exposed.
gay
June 24th, 2008, 12:56 PM
LlamaMaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Tweek
gay
Sorry for not being sexually attracted to 3D models. Gosh, I'm such a faggot. :rolleyes:
June 24th, 2008, 08:22 PM
rossmum
Re: The Studio Quick-Crit Thread
Proportions look out, to me.
Also,
yay/nay, and apologies for how small I drew it :gonk:
e:
PHOTOBUCKET BROKE IT HANG ON
e:
fixed
June 25th, 2008, 02:11 AM
Apoc4lypse
Re: The Studio Quick-Crit Thread
damn, thats cool ross, needs more angles though.
About the proportions, I know what your saying, but I think it has to do with the way the front of the gun looks, I like it, if anything either the front of the gun seems to big, or the back seems to small, thats about all I see thats wrong, I'm not a weapons expert though. Either way I love it.
EDIT: If theres a bi-pod on it actually I'd consider trying to scale up the rear of the gun a bit more then.
June 25th, 2008, 03:11 AM
rossmum
Re: The Studio Quick-Crit Thread
I meant the proportions on Tweek's chick. :P
June 25th, 2008, 08:28 AM
Tweek
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by rossmum
I meant the proportions on Tweek's chick. :P
and you were wrong :P
June 25th, 2008, 01:16 PM
Apoc4lypse
Re: The Studio Quick-Crit Thread
oh... wasn't really looking at that lmao.
EDIT: I see what you mean actually, I think its cuz of the shape of some of the armor though, the body seems fine though. (around the hips and shoulders)
Also, Nice work so far Veex. Just watch the scratches. You have too many scratches in some areas where it likely wouldn't scratch, and not enough in high wear areas.
June 26th, 2008, 04:19 AM
Tweek
Re: The Studio Quick-Crit Thread
you need to toptimise around the grip, at the edge loop above where the knob-stuff ends. you don't need those, they don't define anything.
June 26th, 2008, 06:05 PM
Huero
Re: The Studio Quick-Crit Thread
http://img293.imageshack.us/img293/5...conceptre4.jpg
So I was bored and decided to doodle a level from overhead; I come up with this, inspired by something I found on /wg/
Basically, the circular thing in the middle is a park-ish area. It's nice, and is the polar opposite of everything else around it. Everything else is industrial-ish, big buildings billowing smoke. The two rectangles on either side are bases; they're indoors. They have elevators leading UP to the park. The pathway with the question next to it, "This or tele?" is basically just held up by steel thick cables. I figured I might want to just bypass it entirely with teleporters, but now that I think about it, that makes it a tad too easy to get into their base and spawn camp. The little buds coming out of the bases are floating platforms that make their way to the crescent shape, and come back. They'll probably be on tracks. The crescent shape is just a platform on a lower tier than the circular park area, that has jump pads leading up to it.
Yes, I know it isn't much, but I figure I'd just put it on here for a two reasons: A, should I leave the walkway or put teleporters? B, should I continue on this or just give up on it because of bad design? I know it isn't very detailed, and might not be enough to put on here. Oh, and yes, it does look like a pretzel.
June 26th, 2008, 06:41 PM
Con
Re: The Studio Quick-Crit Thread
tele, but make the base easier to defend (so it's more like the tele exit that gets camped)
June 26th, 2008, 06:58 PM
Huero
Re: The Studio Quick-Crit Thread
This concept is for Unreal Tournament 3, by the way; just how imagined it, it could go in another easily. Anyway, what would you suggest for that?
I was thinking a turret with a very limited view of the teleporter; possibly a small wall, blocking direct view of the teleporter itself, but allowing you to see them as they walk around said wall? That being their only way to get to spawns. Then again, I could just have a switch on the wall that blocks off the teleporter with a wall or something. But that requires work in Kizmet... D:
June 26th, 2008, 07:09 PM
Con
Re: The Studio Quick-Crit Thread
Just give the tele exit area little cover while the defenders have more. The glass wall would be a good idea too. That's what I'd do for Halo, though. I've never played UT3.
June 26th, 2008, 10:04 PM
Apoc4lypse
Re: The Studio Quick-Crit Thread
hmm, looks like it could be interesting, a word of advice though, if your drawing a layout try to make it obvious whats what, what you drew up is sort of messy and hard to understand other than the basic shape of the level.
I usually like to brain storm ideas on paper, then photo shop it to make it look nice later, I've even used map keys and such.
E: Oh btw, nice work with that assault rifle veex.
Hey there, It looks very nice. I like the little details, keep improving upon your work and learn new things. There are a few scratches that show a little too much for their locations on the weapon. Overall I would give this 8/10. Just because Mr. Dano has a special place in my heart with his ~/10.
__________________________________
I've been working on this for about 4 hours now, this is the first time I've touched photoshop in awhile and definitely the first time I've attempted a web layout. I am lost on what to add and what needs to be improved. Any help would be greatly appreciated.
keep the drop shadow to one side and the same size for both the buttons and the content area. Also, redo the shineys on the buttons and come up with a more creative background/header and content area. My advice would be to take a look at other people's websites and see how they did theirs, then try to copy their ideas in your own way (if that makes sense).
June 30th, 2008, 01:13 PM
TheRMBFurion
Re: The Studio Quick-Crit Thread
I know a girl that that 3D suit that tweek made would be good to have on her, especially under certain circumstances ;) though that front plate would be a bitch to work with lol...
but on a serious note, Tweek, the armor on the model does not look practical nor maneuverable with those spikes as they are, unless they are a rubbery type substance, in which case I would like to know more in depth about it.
June 30th, 2008, 01:39 PM
Con
Re: The Studio Quick-Crit Thread
yeah I figured they'd have to be a rubber too. It'd look nice with rubber or scaly dragon leather or something and not just all metal.
I'm redoing the layout for my site, so far I have no way of navigation with this template, but I will add navigational tabs or something later. I need some suggestions on how to present the text more interestingly, as you can see I'm trying to go for a minimalistic, yet stylish look (at least I hope you can see that, lol). Also, something about the thumbnails just doesn't look right, somehow they look tacky, whereas the large image seems to fit in with the theme quite well.. I really need suggestions to improve this quick mock-up.
Crit in general please? I'm really stuck with it, as I can't get anything below the large image to look like it belongs..
July 2nd, 2008, 08:49 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
off the top of my head I would suggest you try giving the thumbnails the same sort of muted color palette, but I fail at graphic design, so don't take my word for it.
And I know what you're going for with the logo, and I know you did it differently, but it's still incredibly reminiscent of the Aperture Science logo. You just can't help but think of something entirely different when you look at it, and that's definitely not the desired effect of a logo.
e: oh, and the LED style text is tacky. I think you should use a different font- a fixed width font like Courier New would do better, imo. But then, I <3 fixed width, being a programmer and all.
July 2nd, 2008, 11:50 AM
JunkfoodMan
Re: The Studio Quick-Crit Thread
That N in Nature looks like an M to me x_x
July 2nd, 2008, 12:33 PM
Reaper Man
Re: The Studio Quick-Crit Thread
Changed the digital font. Too tired to do anything else tonight.
Hmm, I like that Con. How much further are you planning to go with it? I'd like to see more.
July 3rd, 2008, 05:23 AM
Reaper Man
Re: The Studio Quick-Crit Thread
With the help of Snaf, I have refined the design a bit. He suggested I use sepia-toned thumbnails that reveal their color on mouseover. I'm just curious if they look better with color/sepia since I doubt that my main picture will permanently be sepia-toned.
coloured thumbnails:
July 3rd, 2008, 11:48 AM
Con
Re: The Studio Quick-Crit Thread
Those lines in the background draw my eye to the edge of the page and not to the content.
July 3rd, 2008, 11:50 AM
Con
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by T1xAnton
Hmm, I like that Con. How much further are you planning to go with it? I'd like to see more.
I was thinking I'd keep going with it and turn it into a full out "painting".
July 3rd, 2008, 10:10 PM
Reaper Man
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Conscars
Those lines in the background draw my eye to the edge of the page and not to the content.
Any suggestions on what to do with them?
July 3rd, 2008, 10:13 PM
Con
Re: The Studio Quick-Crit Thread
fade the ends maybe
the page would be a lot nicer with the title up top instead of taking up space on the side. A larger page could let you show higher res pictures.
July 3rd, 2008, 10:17 PM
Reaper Man
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Conscars
fade the ends maybe
the page would be a lot nicer with the title up top instead of taking up space on the side. A larger page could let you show higher res pictures.
The reason I made the page as such is because I want it to be functional on laptop screens, also, I plan to make it so that when one clicks on an image, it will pop up bigger (java applet).
Why is everyone making battle rifles and assault rifles and spartan lasers and spikers? There's lots of other weapons to choose from :( The shotgun feels left out, as does the SMG and the needler.
July 4th, 2008, 07:57 PM
Rob Oplawar
Re: The Studio Quick-Crit Thread
Shotgun and needler yes, but the SMG can suck my balls.
July 5th, 2008, 06:12 AM
Hunter
Re: The Studio Quick-Crit Thread
Thanks for the Crit on it anyway... *sarcasm*
And I am making it because I want to.
Edit: I wasn't going to bother posting it here, because Tweek comes's and has a childish remark. Or no one comments, they just comment on why I make it?
Just comment on the model and not what it is or why I am making it please.
July 5th, 2008, 07:49 AM
Bodzilla
Re: The Studio Quick-Crit Thread
see but what your missing out on Hunter is the biggest assett in any sort of creative process is to stand out, to be different and to have a different style.
skill can only take you so far, most times it comes down to more then that, and by making the same gun as everyone else, you can just look at everyone else's crit and get the same feedback :/
it's why Dano stands out, because he put in the extra effort and challenged himself to learn new skills and be different.
July 5th, 2008, 09:05 AM
Hunter
Re: The Studio Quick-Crit Thread
You are correct although as I have stated many times before, I am making all of the Halo 3 Weapons. So I will be making the same weapons that everyone else is. But I am making ALL of them.
After that I don't know what I will do, I may make custom designs or make modern weapons.
July 6th, 2008, 12:37 PM
Pooky
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by WMHunterTLS
But I am making ALL of them.
Then if you want anyone to be interested, make the ones that haven't already been done a million times before. By the time you're finished with those, you should have the skill to make all the generic crap.
July 7th, 2008, 01:59 AM
DaneO'Roo
Re: The Studio Quick-Crit Thread
The AR has been done 12 thousand times. Baww.
Quote:
Originally Posted by Rob Oplawar
Shotgun and needler yes, but the SMG can suck my balls.
Sexy, but I will leave a better critic/or whatever in your Gallery Thread.
July 7th, 2008, 11:04 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
you repost the smg, i repost my crit:
I hate the SMG, and yet somehow that pic shows off one of the sexiest guns I've seen on this forum. Bravo.
July 7th, 2008, 11:13 AM
Disaster
Re: The Studio Quick-Crit Thread
I have to agree with rob. That thing looks amazing.
July 8th, 2008, 11:05 AM
Rentafence
Re: The Studio Quick-Crit Thread
Hey, I love the smg. It's the coolest gun ever. Picatinny rails are wrong though.
July 8th, 2008, 08:10 PM
Hotrod
Re: The Studio Quick-Crit Thread
As I've said before, that SMG is near perfect, one of the most beautiful guns I have ever seen created for a video game. The only problem that I have with it is that there's nothing to complain about it, so I guess that it's perfect.
July 9th, 2008, 01:19 AM
Pooky
Re: The Studio Quick-Crit Thread
Well I can see one thing wrong with it... but that's a problem with the model. The way it's designed, the magazine is too long to collapse the stock. it would be almost past the back of the gun.
July 9th, 2008, 02:00 AM
SnaFuBAR
Re: The Studio Quick-Crit Thread
not really. i have the h2 model, and it's fine.
July 9th, 2008, 02:02 AM
Pooky
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
not really. i have the h2 model, and it's fine.
I could be seeing it wrong... but then it is a custom model, not the one from Halo 2.