Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
If i scale certain parts up would that not skewer the UV?
It wouldn't skewer the UV, to my little knowledge. Making a part bigger or smaller shouldn't actually affect the UV, but it will affect how good that part looks on model. Make it small, it'll have little detail. Make it bigger, it'll have more detail (depending on what the skinner does).
Re: The Studio Quick-Crit Thread
http://img340.imageshack.us/img340/9936/logov1.png
P.M. Me if your interested, I want serious programmers/designers only.
Re: The Studio Quick-Crit Thread
Looks aweomse ^^
And I just got the textured shotgun from BuLL. Did a quick spec and rendered, I need to make a multipurpose map and get it ingame :P
(Texture = BuLL)


Re: The Studio Quick-Crit Thread
So... does he want crit on the skin?
Do you want crit on the render?
I don't understand why that's being posted in this thread.
Re: The Studio Quick-Crit Thread
I...I dont like it.
Maybe I am being picky but the metal is too......painted looking?
Re: The Studio Quick-Crit Thread
I actually REALLY like it for some reason.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
higuy
I actually REALLY like it for some reason.
So do I. It really feels like it belongs in the semi-cartoony world of Halo.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
paladin
Can you import custom levels with crysis? or is it shitty brush mapping/ height mapping.
Me and sheer are working on this together, and we both found that making the terrain with the heightmap painting and using Voxel painting is actually really good (becuase thats what Cryengine uses pretty much), and it comes out pretty nice. Even without Voxel painting, if you use enough vegataion and layer painting, you can make something pretty nice. There's external program's that can create nice stuff for you too with heightmaps but for this were not using that. When were almost done, will have a thread for this project. It's going to be really nice, we promise.
Quote:
Originally Posted by
DEEhunter
Hopefully it can import it and give it as much graphical priority as halo does. The idea of having your level model have the same processing priorities as every other model makes my models feel less important.
You can import it like Sheer said but it needs to be broken up. It's better to create the terrain in the engine then take the bases, rocks, trees, bases, etc and make them sperate brushes. Then you can take them and do whatever you want, without modeling everything into the max scene, unlike halo
Re: The Studio Quick-Crit Thread
I absolutely love that shotgun.
Re: The Studio Quick-Crit Thread
I don't like in my opinion. It doesn't look that good in general.
And I will edit my model then.