Re: The Studio Quick-Crit Thread
http://img30.imageshack.us/img30/3096/render001b.jpg
http://img41.imageshack.us/img41/2010/render002g.jpg
http://img25.imageshack.us/img25/108/render003.jpg
http://img196.imageshack.us/img196/3639/render004.jpg
http://img30.imageshack.us/img30/5739/render005.jpg
http://img25.imageshack.us/img25/6956/render006y.jpg
You could consider these poor speed models. There are 7 static meshes in total (gutter not pictured), and I've been working on all of them from Saturday to today (texturing, UVing, baking, and setup). It is a WIP scene for my portfolio. I still need to make some rubble and dirt patch static meshes as well as some buildings in the background to break it up.
I created all of the content you see before you except the sky. I'm not really happy with any of the texture work or the normals. I need some objectivity :).
Scene I based it off of:
http://img200.imageshack.us/img200/6716/pict3713.jpg
http://img29.imageshack.us/img29/6461/pict3715.jpg
http://img143.imageshack.us/img143/8186/pict3723.jpg
I'm abridging most of the background stuff because of time constraints. There is a conference plus some other stuff coming up and I'd like to have even a little bit for it, but very polished (to the extent that I can make it).
Re: The Studio Quick-Crit Thread
Re: The Studio Quick-Crit Thread
the first pic looks ALOT like the beginning of thief 2 (or one of the thief games)
Re: The Studio Quick-Crit Thread
half looks low res and the other half is high res. try blending it together better or choose one (textures). Looks pretty decent for low poly. It could use a little bit more polies, but overall, it seem like a decent equal density scene.
Re: The Studio Quick-Crit Thread
ouch, you need to do alot more work on your diffuse maps, and add some coloured lighting (general rule of games, NEVER use pure white lights,)
your UVs look all over the place, make sure it's all the same density
(apply a checker material, and make sure all the squares are the same size)
your normals are properly baked, but just look really poor and blobby.
have you ever seen programmer-art in engine-demos?, that's kinda what all of this looks like
also, if you're planning on tiling sections like this, you should try to keep them relatively generic, and not have a big stripe going across (like with the fence), because you'll see it tiling like mad. (best make 2 versions of it or use a decal)
Re: The Studio Quick-Crit Thread
Made the chest peice earlier and for once i've not done a clay model i've done what snaf has been badgering me to do.
Spent most of the day on this and now i can feel the blood in my brain boiling... i thik im gona go lay down.
As per usual C&C are whats wanted and any advice on improvement.
As of yet there are no smoothing groups other than the visor.
http://img16.imageshack.us/img16/961/moarz.png
Re: The Studio Quick-Crit Thread
It's just an edited Halo 1 mc model.
The one in the picture is the Halo Wars spartan
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
NuggetWarmer
It's just an edited Halo 1 mc model.
The one in the picture is the Halo Wars spartan
Actualy i modeled this by my self using halo 1 refferences for proportion.
I was going to go for the halowars biped but decided to go for the halo 1 as shown in:
http://images1.wikia.nocookie.net/ha.../Awakening.jpg
Re: The Studio Quick-Crit Thread
http://screenshot.xfire.com/screensh...ef63302443.png
Will decrease brightness. I decided to mix the halo 1 hud with it abit. Don't mind that grenade icon. Like?
E: AVPDragon for ODST hud, bleh
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
I'll be honesty... it's not really looking like the picture. And are you making this for in game or for fun? Because some things (the lights on his helmet) are way over detailed for in game, but for fun, it could use great improvement and higher poly looking. And if I were you, I would smooth as you go, what you're rendering us and showing us looks fugly without smoothing. Please fix.