Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SiriusTexra
~text~
Yes, you are right, forerunner is intricate and that's what makes it interesting. You could definitely keep all of the detail, but I'd make it so that the end-user doesn't have to look at all of it at once:
http://img682.imageshack.us/img682/2328/texturea.jpg
http://img193.imageshack.us/img193/9...nteresting.jpg
I did a shitty job of illustrating it, but what I've seen in many forerunner textures is that the major details are there and if you keep looking you find more stuff.
Detailing the metal would also be awesome not just putting cool lines hither and tither. My two cents.
http://img526.imageshack.us/img526/9...nteresting.jpg
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MetKiller Joe
Is it wrong that I think this looks more "Forerunner" than what Dane posted?
also brb modelling it
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SiriusTexra
*pix*
you gots good taste in game engines :iamafag:
Is most of that normalmapping and textures Like, how much of it isn't actual geometry?
Re: The Studio Quick-Crit Thread
:( But I like the pretty lights. :P
Re: The Studio Quick-Crit Thread
hooray i don't need to double poast

Re: The Studio Quick-Crit Thread
I like it but its not very Halo, if it was sposed to be.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Cagerrin
Is it wrong that I think this looks more "Forerunner" than what Dane posted?
also brb modelling it
You people obviosuly don't know what forerunner is.....
What he posted has nothing to do with forerunner. That looks more like generic sci fi to me.
I see maniac just confirmed what I said.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MetKiller Joe
You are only half right. Your refering to forerunner architecture textures, that have specular variations rather than physical indents.
This object is a specific generator type thing.
And what are you talking about in relation to the metal detail. That is purely subjective. There is more work there than simply "drawing lines".
I made these more subtle material detailing to not obscure the heavy design detailing.
Just a sec i'll get a flat of the material so you can better have a look. Again, I am aware its clusterfuck detailed. That is my purpose with this. IF I made something safe or realistic or simple I'm wasting my time. I do things to do them as crazed and brilliantly as i can. Subtlety has it's place, as does chaos.


Material, and then flat with no extra shit.
Theres a bit better a look, however this is an old material since this is the old version from my desktop here at work.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SiriusTexra
You people obviosuly don't know what forerunner is.....
What he posted has nothing to do with forerunner. That looks more like generic sci fi to me.
I see maniac just confirmed what I said.
quite a lesson in elitism
i should have taken notes!
Re: The Studio Quick-Crit Thread
MetJoeKiller, you are on the right track for sure.
Just look at your texture though, find the parts that have angles that are less than 45 degrees, any sharp angles (obtuse is fine) need to be fixed for forerunner, im gonna make a couple pics to explain myself better.