The QC Thread is a place for your most current works of any kind or any game and get quick advice. Why use this instead of a [GALLERY] thread or a WIP thread in another section? You can post your projects in their own thread if you want, but if you want fast advice on a smaller project, this is the place for you. This is not a place for you to dump all your work (It's not a big truck), but rather a place for work that doesn't require a whole thread in the Studio. That being said, please avoid posting loads of images. Keep that to your [GALLERY] threads. Essentially, this is like the good ol' Offtopic Gallery Thread minus all crap that plagued it and its sibling in the CE section.
So here are the rules:
This is not a [GALLERY] thread, only post your most current work that does not require a whole thread.
Make sure your images are big enough to crit, not too dark, and remember that wireframes for models are helpful.
Images larger than the page size must be put in [shot] tags.
Use [spoiler] tags sparingly; it's annoying having to click to open and view every single one of your images.
Last but not least, no shitposting. This thread's been going good so far, don't ruin it.
Let's see some work!
p0lar edit:
Please note the following addition to the AUP as of 2/17:
Quote:
CRITIQUE
Keep in mind that there are professional artists, modelers, writers, animators, etc in this community who have taken college courses and have degrees in varied areas. When posting your work for critique, please specify if you are looking for professional advice to make it as perfect as it can get, or if you just want a basic rundown to improve your work.
When asking for professional critique, you are opening yourself up to comments that you may find mean or rough. Feel free to inquire further or challenge the critic if they're too vague or you disagree, but do not retaliate to these comments (i.e: "fuck off, it took me X days to make this what do you know"), as this is normal in the professional world, and retaliating in such a way makes you look incompetent.
If asking for basic advice, make sure to specify what the final role of the work will be. Is it an artistic piece? Will it be going into a game?
If you do not specify what kind of advice you'd like, it will be considered by default that you are looking for a professional review.
I would make the center "panel" in (each one of those sections of 3 on the big wall) have some little detail extruded out somehow to break the pattern.
April 18th, 2008, 10:39 PM
ima_from_America
Re: The Studio Quick-Crit Thread
Reminds me of Valhalla in a good way.
April 18th, 2008, 11:12 PM
Disaster
Re: The Studio Quick-Crit Thread
Jesus mass. Your work is incredible. I can't wait till this map is finished. From what I can tell, theres nothing really that needs fixing. It's overall amazing :awesome:
April 18th, 2008, 11:28 PM
rossmum
Re: The Studio Quick-Crit Thread
I love it.
Also, good idea for a thread, Con. :haw:
April 18th, 2008, 11:44 PM
Sever
Re: The Studio Quick-Crit Thread
This is my current lyrical project, and I'm just looking for any other writers' (and anyone else's') opinions and constructive criticism on what I've done so far. I still need to update it in my gallery topic (link in my signature), but that will come later, probably after I'm done with it for the foreseeable future. Of course I'll work on it much later in time, but that's not the point right now. I just want to know what anyone thinks about it. I still have to write the second and third verses (as seen by the exes). I still feel unsure about the addendum (last two verses) due to the fact that their timing is completely off when compared to the rest of the song, but I'm thinking about having them as spoken/whispered/mumbled verse rather than sung. If anyone has questions about this particular work's meaning, feel free to ask.
Quote:
Return
Remind me how to stand again
I'm sure I can't on my own
Tracing lines you've left behind
Chasing your trail alone
xxxxxxxx
xxxxxxxx
xxxxxxxx
xxxxxxxx
xxxxxxxx
xxxxxxxx
xxxxxxxx
xxxxxxxx
Even though I feel this way
I'll believe what you say
Loosing my balance
You pull me in
Sleepwalk my way
Into your daydream
Even though I feel this way
I'll believe what you say
You say I'm not dying / Lend me strength - Remind me
You say I'm not dying / Lead me through - Your reverie
Treading through the fallen petals
Your ocean drawing nearer
I see the wind run through the trees
But I don't feel your breeze on me
Squinting into the distant sun
I rescind my dreams
Blinded by the sharp reflections
I can't be reached by your fading shine
April 18th, 2008, 11:50 PM
Con
Re: The Studio Quick-Crit Thread
I like the idea you've got, but crazy connor likes rhymes >_>
April 19th, 2008, 02:34 AM
rossmum
Re: The Studio Quick-Crit Thread
*rhymes :eng101:
I'm giving you crit on your spelling.
April 19th, 2008, 03:55 AM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Amazing lyrics man. Would I be assuming to much to say that Tool and A Perfect Circle are your favourite bands?
April 19th, 2008, 04:29 AM
Bodzilla
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by rossmum
I love it.
Also, good idea for a thread, Con. :haw:
yes......... con >_<
i said this needed to be done weeks ago. just a different format for it.
good to see somethings finally being done about it.
April 19th, 2008, 05:46 AM
Sever
Re: The Studio Quick-Crit Thread
You'd be on the right lines, but overstepping a tad, Dane. Maynard's lyrical abilities are quite a good inspiration, as you might have seen in my past signature set, which quoted Rose, The Noose, H., and Gravity, but his groups (including Puscifer) don't make the cut to be within my top 5: Lacuna Coil, In Flames, 311, Static-X and Ghost Machine (one of the many projects featuring Ivan Moody, the former vocalist of Motograter and the current vocalist for Five Finger Deathpunch, who will be featured as a minor act at the Mayhem Fest this summer - I'm going to see them in DC in August!). This one specifically is heavily influenced by In Flames' The Chosen Pessimist, from their latest album A Sense Of Purpose. Add me on aim or xf when you're free and we'll chat etc.
Also, lolross.
Also also, we need a smiley for lolross.
April 20th, 2008, 04:04 PM
Tweek
Re: The Studio Quick-Crit Thread
ohh man that reminds me SOO much of somethign i was working on a while ago. i never finished it tho.
shame, i think it'd go along with that quite well.
Don't yell at me about geometry errors, i'll get to them in due time, tell me what you think of the design. I'ts not done by the way, only just started the side wall parts like 2 minutes ago.
April 20th, 2008, 09:11 PM
Sever
Re: The Studio Quick-Crit Thread
It looks quite nice. If it had to fit somewhere in the Halo universe (which it absolutely doesn't have to if you don't desire it to), then I would have to say it were some of the more recent Forerunner or oldest Covenant architecture, since it, and your similar artwork of late, seems to be a bridge between the two races' styles (but still definitely your own), I could totally see this style working for a hexagonally radial map idea that I've been doing some sketches for lately.
April 20th, 2008, 10:20 PM
DaneO'Roo
Re: The Studio Quick-Crit Thread
It's not for halo.
April 20th, 2008, 10:27 PM
rossmum
Re: The Studio Quick-Crit Thread
Looks good.
April 20th, 2008, 10:33 PM
Kalub
Re: The Studio Quick-Crit Thread
Can I see a clay render meester? :D
April 20th, 2008, 10:53 PM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Kalub™
Can I see a clay render meester? :D
Not until its done. I haven't smoothed it or ironed out some of the problems in the verts.
Its a box. A human box. It holds stuff. I don't know what stuff, but it holds it.
There will be hundreds of these in different colors strewn about a decaying military storage facility map I'm working on (Condemned: inspired by, but not a full-blown remake of, Damnation). I'm going to make a wonky-looking clamp-forklift to move it, and to have a nameable piece of scenery, and thus a nameable location.
I'm curious as to what excuse you can come up with for the corners. They seem unnecessary and just reduce the volume with no apparent benefit.
April 21st, 2008, 12:13 PM
Sever
Re: The Studio Quick-Crit Thread
I didn't like how triangles looked (they were way to similar to the Cobb boxes from H2SP/Elongation), and hexagons are cool. If you want to get all logical and theoretical, you need somewhere to put the contents labeling that won't be covered when the boxes are stacked, and the triangular area doesn't provide enough usable space for the labeling. Also, these boxes are more about durability and safety than volume-efficiency. I said they were for a military storage facility - if the contents are munitions, you can give up a bit more space for being clear that you should be careful when shipping/opening the crate. Thanks for making me justify that.
April 21st, 2008, 05:37 PM
rossmum
Re: The Studio Quick-Crit Thread
That works.
April 21st, 2008, 07:02 PM
Con
Re: The Studio Quick-Crit Thread
For the top of the box, you should continue some of corner's lines across the length and width of the box to form a lid.
April 21st, 2008, 07:32 PM
Sever
Re: The Studio Quick-Crit Thread
Any methods of opening the box won't be modeled, since I'll be having over 100 of them placed around the map (the majority in inaccessible areas, so detail isn't that major), I'm just giving them enough model detail to be interesting. If you want to skin it, you could make it appear as if it had a lid...
April 22nd, 2008, 01:57 AM
ExAm
Re: The Studio Quick-Crit Thread
I could totally imagine putting my junk in that box.
Model made by Aklass for H3MT. Texture may or may not be temporary as of yet.
VERY nice
April 22nd, 2008, 06:04 PM
Bodzilla
Re: The Studio Quick-Crit Thread
tahts a very nice looking box.
good job :)
April 23rd, 2008, 11:29 PM
Apoc4lypse
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ßðÐŻÍ££å
tahts a very nice looking box.
good job :)
agreed, my own theories for the corners came to mind right away though before I read anything, perhaps they are shaped that way so they can be carried and/or moved on and off of shipping vessels (spacecraft of some kind) thus having the shape at each corner for maximum control and manipulation of the freight boxes, or what ever you'd be naming them. I thought possibly some sort of electro magnetic arms of some sort could "clip" or attach to the corners, then move it around and such. You could also create "shelf" type objects that fit into the hexagon shapes for when there stacked together. Idk jus thinking creatively, I like em :D
EDIT: My idea is make your fork lift use the corners to hold it kind of, if that makes sense to you... *the idea is in my head and looks right in my head, but idk how else to explain it.* XD
April 24th, 2008, 12:16 AM
Sever
Re: The Studio Quick-Crit Thread
Thanks everyone for your comments on the crate. _@/
I'm already re-planning the box - the hexagon corners will definitely stay, but I just don't like how the ring around them turned out. I'll be making functional indentations so the clamp-lift (like a forklift, but will use clamps - get it? The clamps will grab from all four corners of the crate with eight connection points) will be able to grab them easily, as well as allow the boxes to be stacked and held in place when spacers are used in between layers.
Also, I've just about finished the 2-d layout for the intended level, and I am glad to say that everything effortlessly fell in to place. I still have no idea how I even got so much work done on the layout in so little time, let alone got the idea. It is quite unlike any other map concept that I've had in the past, yet it makes perfect sense to me. I have completed the weapon/player/scenery/flag/hill/ball/checkpoint spawns and am quite happy with the results.
The history the map's setting is an abandoned military storage/shipping facility, and is thus quite industrial (chain-link barriers, fluorescent lighting, ventilation ducts, maintenance and elevator shafts, and a crapload - 142 as per the last layout - of boxes), but is also in a state of disrepair. The only strategically-important damage to the structure is a pair of gaping holes in the ceiling/floor of the second/third levels which allows travel between the two areas. Later on, after I've gotten the basic model in-game, I (or whoever I can get to help) will touch up the model with area-specific damage and decay.
The map was definitely inspired by Damnation, with the two bases being stripped-down versions of the parallel ramp areas. The catwalks and pathways connecting them have been completely replaced, however, with 3 levels of combat - an almost-pitch-black lower floor and a god-ray illuminated middle floor, both filled with an array of support pillars and barricades, and an open-combat landing pad on top. Each floor has numerous ways to descend, and almost as many ways (for the skilled jumpers) to ascend from one level to another.
I am currently looking for someone who can help with the skinning and HEK work, an associate, if you will. Fell free to PM me if you're interested and have the time - the 3d work should be done within the next week or so, my work schedule permitting.
That thing on the side that looks like a blast door partially open is kinda :\
April 24th, 2008, 08:11 PM
Disaster
Re: The Studio Quick-Crit Thread
Looks really good except for that screwed up hexagon thing in the tower. It doesn't look that forunner to me. Overall good work however. Also, needs a front support because it looks really awkward with that big tower and nothing holding it up except where its attached to the base.
April 24th, 2008, 08:19 PM
teh lag
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by disaster
Also, needs a front support because it looks really awkward with that big tower and nothing holding it up except where its attached to the base.
I don't think so; forerunner architecture has a lot of stuff like that. One needs to look no further than The Covenant or TSC to find similar overhangs. The most it needs are a few energy tethers or something.
April 24th, 2008, 09:01 PM
Bodzilla
Re: The Studio Quick-Crit Thread
dude it looks like a penis.
i'm not joking.
April 24th, 2008, 09:18 PM
il Duce Primo
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ßðÐŻÍ££å
dude it looks like a penis.
i'm not joking.
dude you have a fucked up penis.
i'm not joking.
April 25th, 2008, 02:34 AM
Bodzilla
Re: The Studio Quick-Crit Thread
at least my penis doesnt have "master chief shaped" crabs running all over it D:
needs work dude. you've got a massive overhang with two smaller round areas next to it :gonk:
hm, it's, well, hm
Idk, it seems like the style is sort of self contradictory. plus the base seems to have nothing to do with the pattern on top of it.
April 28th, 2008, 05:59 AM
Reaper Man
Re: The Studio Quick-Crit Thread
So, in art I have this whole topic on 'decay' that I have been working on, kinda looking at vanitas related stuff.
The skeleton on the left is painted on two pieces of rusted metal I found in an old abandoned house near mine (was actually part of the roof XD)
Both drawn on the same page because I'm supposed to be putting together a "research work book", gunna be painting the apple thing on a larger piece of metal when i find one. http://img255.imageshack.us/img255/6629/img0125rf2.jpg
E: for some reason the yellow parts of the metal look extremely saturated on my desktop screen, yet on my laptop monitor, appear fine, I hope it's just my desktop screen being mis-calibrated.. :saddowns:
E again: Yes, I know I need to fix the thumb bone.
April 28th, 2008, 10:39 AM
rossmum
Re: The Studio Quick-Crit Thread
Looks good, though the lower part of the skeleton could use work. Might also be worth emphasising the fusion joints between the various skull bones.
As for me, been working on my HL2 Raising the Bar soldiers some more; churned out another two today:
April 29th, 2008, 12:15 AM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Looks great Ross.
And Nugget, as far as I'm concerned that brute gun skin is pretty well monotoned and blurred to hell and back.
April 29th, 2008, 12:15 AM
NuggetWarmer
Re: The Studio Quick-Crit Thread
It's mostly blurry because I saved the .jpg on low quality. :(
Having an overlaying pattern of detail like that is fine, except you don't want it to continue across large parts of the texture. The pattern of boxes and shapes in your other layers seem too bright compared to the very dark metal base you've chosen. The boxes seem too much like an afterthought than anything else. Add detailing and scratching along the exposed edges of details, like they would be scratched in real life.
April 29th, 2008, 01:29 PM
Sever
Re: The Studio Quick-Crit Thread
Reaper Man, I love the mixed-media work there. I often use scrap-metal, pieces of screen, and other random things in my work to give texture and vary the surface, and I'd say you're doing a perfect job of it.
Rossmum, great reskinnings of the Combine. One pointer: play with the goggle lenses a bit more - the main functionality of the lens color on the original version was to make the bipeds recognizable in dark areas. Look at how the neon teal lenses relate to the grey-blue secondary camouflage color, and try to emulate that same pattern in your own three variations. Also, think about what environments the permutations would be used in to decide what would work best to make them stand out in different lightings. Additionally, I think you should make some camouflage variants of the Combine Officer - I've seen your other renditions and found them interesting and well-suited for their respective environments, but not practical for urban/rural combat. Heck, you should even attempt to reskin the Hunter, Strider, APC, Helicopter, Dropship, Gunship and all of the CP/Combine weapons and drones. I think you've got enough talent to do a whole series.
Now, on to my stuff. I believe I'm almost done editing/reconfiguring my latest lyrical work for now. I've tried to centralize it and make it more concise, while still retaining its semi-ambiguousness. I've tried to work with the theme of blocking out the unwanted truth with a memory, only to have it bring about overall detachment. I don't think I've said it before, so let me clarify things: I use '/' to denote a change in vocalists and '-' to denote a pause. Here goes:
Quote:
Return
Remind me how to stand again
I'm sure I can't on my own
Tracing lines you've left behind
Chasing your trail alone
Blinded by the sharp reflections
Your distant sun grows cold
Wandering through your reverie
My intentions draw blood
Even though I feel this way
I'll believe what you say
Hopefully
Losing my balance
Your gravity pulls me
Sleepwalk my way
Into your daydream
Remind me how to stand again
I'm sure I can't on my own
Even though - I feel this way
I'll believe - What you say
Treading through the fallen petals / Even though
Your ocean drawing nearer / I feel this way
I see the wind run through the trees / I'll believe
But I don't feel your breeze on me / What you say
Squinting into your distant sun / Even though
I rescind my dreams / I feel this way
I can't be reached by the fading light / You say I'm not dying
But your shine still embraces me / You say I'm not dying
Tell me what you think!
I'm still looking for someone who wants to help me get my current HCE mapping project in-game - I'm almost done with the BSP, and will be using standard weapons/bipeds for the time being, so it will only involve skinning/lighting help, and population, which is already fully diagrammed.
April 29th, 2008, 03:29 PM
rossmum
Re: The Studio Quick-Crit Thread
Loosing isn't a word. Losing is.
;)
April 29th, 2008, 03:37 PM
Sever
Re: The Studio Quick-Crit Thread
Actually, it is a word (the act of loosening, kinda redundant but w/e), but still wasn't the word I had intended. Thanks.
April 29th, 2008, 04:09 PM
rossmum
Re: The Studio Quick-Crit Thread
Loosening is the word for the act of loosening, loosing is slang. :p
I liked the other one better.
It had better proportions tbh. This is almost a cube.
May 1st, 2008, 06:05 PM
Sever
Re: The Studio Quick-Crit Thread
Umm... :/
It must just be the angle, because it's the same exact size as the other - all I did was restructure the indented areas. What do you think of those parts though?
May 1st, 2008, 10:03 PM
rossmum
Re: The Studio Quick-Crit Thread
Newer one is better.
May 4th, 2008, 03:36 AM
Patrickssj6
Re: The Studio Quick-Crit Thread
Newer one makes more sense. Those indentions reinforce the whole structure.
Conclusion...
Quote:
Originally Posted by rossmum
Newer one is better.
May 4th, 2008, 09:18 AM
Sever
Re: The Studio Quick-Crit Thread
Cool. I've been trying to make my modeling more logical and structurally acceptable, and I think I've got it. Thanks for the feedback! Now, is anyone interested in skinning it? I just need to add a few reference lines to discern the seams where the crate separates when opened, and to show where the digital controls and displays will be, and it'll be ready to go!
Reminds me of the time I was supposed to be in Chemistry class but instead I spent the whole period drawing a picture of the Dracula book I had with me :p
May 7th, 2008, 12:32 AM
Assault&Battery
Re: The Studio Quick-Crit Thread
Took me around 4 hours to model this terrain. The Forerunner hallway and surrounding polygons are going to be replaced by a less shitty version when I finish the surrounding terrain; the hallway's a separate object than the rest of the mesh.
This is my first attempt at plane modeling an environment, not weapons like I've been practicing with. Combined the newer skills I've learned with some old stuff from previous map modeling.
One thing that comes with experience is efficiency. I was about to make some abrasive remark about "omg it took you 4 hours to do that", but it occurs to me that when I first started modeling I took a lot longer to do simple stuff.
Now, don't get discouraged when I say this, but, that terrain needs a lot of work. The cliffs are too uniform and smooth, and, well, you should look at some cliff modeling tutorials.
Kudos for trying plane modeling, tho. I only started that recently. :-3
e: *looks at it a bit more* well, the cliffs are alright I suppose, they're not that bad, but still,
... well yeah they're bad.
May 7th, 2008, 12:52 AM
Assault&Battery
Re: The Studio Quick-Crit Thread
I'm used to working with my old techniques, but Halo doesn't like them for some reason. The other engines I used to work with let me get away with FAR MORE than Halo does, so I have to re-learn my techniques.
May 7th, 2008, 03:34 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
i know exactly what you mean.
*still learning editable poly*
May 7th, 2008, 05:36 PM
Assault&Battery
Re: The Studio Quick-Crit Thread
Any advice on exactly WHAT to fix, for future reference?
EDIT: OK, I followed Tweek's cliff tutorial and spruced up the cliffs. Poly/Trit count is at 407.
Untextured, unsmoothed: http://i294.photobucket.com/albums/m...untextured.jpg
Untextured, smoothed: http://i294.photobucket.com/albums/m...untextured.jpg
Textured (Default B30 Bungie cliff textures, custom crappy placeholder beach bitmap), Smoothed: http://i294.photobucket.com/albums/m...77/beach-1.jpg
If the new cliffs pass judgement, I will proceed on to the shitty Forerunner pathway I currently have. Hopefully it will look the same in-game as it does in the textured render, I rather like how that looks, but I understand if you guys can find flaws.
There is no wireframe this time because the only real changes were a couple cuts, re-arrangement of some verticies and the addition of a noise modifier. That, and I'm too lazy to get off my fat ass and render one.
May 7th, 2008, 07:53 PM
LlamaMaster
Re: The Studio Quick-Crit Thread
Better, but still to flat. Don't rely on the noise modifier to make to cliffs look good, because it won't. Use soft selection and drag the verts to make it look more rocky. I'd give you an example, but halos stock cliffs suck major ass.
The cliffs look fine, but the tunnel/entrance looks really bland.
May 7th, 2008, 10:54 PM
Pooky
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Reaper Man
The cliffs look fine, but the tunnel/entrance looks really bland.
Quote:
Originally Posted by Assault&Battery
If the new cliffs pass judgement, I will proceed on to the shitty Forerunner pathway I currently have.
:downs:
It's refreshing to see someone around here improving with every new bit of criticism, nice work! The cliffs do look good.
May 8th, 2008, 03:48 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Pooky
It's refreshing to see someone around here improving with every new bit of criticism
qft
Still needs work, but you actually seem to be getting something out of the tutorials, which is good because to be honest, I don't know jack shit about modeling cliffs. Never done it before. keep up the good work.
May 8th, 2008, 10:17 AM
LlamaMaster
Re: The Studio Quick-Crit Thread
Nice improvement! Most newbies around here stay noobs, don't learn squat, and burden the forum. Your the exception. Keep up the good work. :)
May 8th, 2008, 08:05 PM
Assault&Battery
Re: The Studio Quick-Crit Thread
I take criticisms of my models to heart, always have, no matter how harsh.
Quote:
Originally Posted by Rob Oplawar
qft
Still needs work, but you actually seem to be getting something out of the tutorials, which is good because to be honest, I don't know jack shit about modeling cliffs. Never done it before. keep up the good work.
Thank you.
I'll further the variation in my cliffs, possibly add another outcropping. To increase gameplay value, I'm also probably going to add in a cave as well.
I've been learning Forerunner architecture, but I want to see what you guys think of this. I'm not used to modeling Forerunner, so it probably looks horrible. Both sides ARE symmetrical (I used the symmetry modifier), but it doesn't appear that way in the render for some reason, the left-hand side appears to be bent when it isn't. http://i294.photobucket.com/albums/m...ent_center.jpg
Should I scrap it and try again?
May 8th, 2008, 08:10 PM
ExAm
Re: The Studio Quick-Crit Thread
To be perfectly honest, it doesn't really look forerunner at all. I would suggest looking at some screenshots from Halo for inspiration. Use a few while modeling to give yourself a better idea.
I'm no master at it myself, but there are some people here who are obsessed with forerunner stuff. They should be able to give you some of the general guidelines of forerunner architecture.
May 8th, 2008, 08:23 PM
Assault&Battery
Re: The Studio Quick-Crit Thread
I would really appreciate those guidelines, thank you.
Also: http://i294.photobucket.com/albums/m...77/beach-4.jpg
Water taken from a Halo 3 screenshot, made by Bungie studios.
The Pelican will serve as a turret for defense of the main hole, the secondary cave (off to the right) is just out of range of the turret.
It won't be flyable or anything that will kill gameplay, just a turret on a Pelican which will probably be on fire.
May 8th, 2008, 08:44 PM
TeeKup
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Assault&Battery
I take criticisms of my models to heart, always have, no matter how harsh.
Thank you.
I'll further the variation in my cliffs, possibly add another outcropping. To increase gameplay value, I'm also probably going to add in a cave as well.
I've been learning Forerunner architecture, but I want to see what you guys think of this. I'm not used to modeling Forerunner, so it probably looks horrible. Both sides ARE symmetrical (I used the symmetry modifier), but it doesn't appear that way in the render for some reason, the left-hand side appears to be bent when it isn't. http://i294.photobucket.com/albums/m...ent_center.jpg
Should I scrap it and try again?
Throw that away right now. That doesn't look Forerunner the least little bit. That looks like something that belongs in Red Faction II. Have you even looked at Forerunner structures? They look nothing like that in the least. All you've done is warped a box and added extrusions and nothing more.
May 8th, 2008, 08:53 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
nice smashed box.
May 8th, 2008, 08:56 PM
Rob Oplawar
Re: The Studio Quick-Crit Thread
forerunner is all about picking the right angles. Usually I stick with 45s and 30s and 90s, but reall what you should do is pick a few main angles and use those same angles over and over again.
Forerunner typically puts extra angles into an otherwise straight line, ie
and so on.
and avoid acute angles on insets- typically inside corners should be chamfered.
Code:
|\
| \ = no
| \
| \
__
/ \
| \ = yes
| \
hope that helps.
May 8th, 2008, 09:06 PM
PenGuin1362
Re: The Studio Quick-Crit Thread
Also avoid just using extrude. Play around more with editable poly.
May 8th, 2008, 09:16 PM
Rob Oplawar
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by PenGuin1362
Also avoid just using extrude. Play around more with editable poly.
this. I'm tired of seeing forerunner geometry that's just a box that has been repeatedly extruded and chamfered and extruded some more.
May 8th, 2008, 09:33 PM
Assault&Battery
Re: The Studio Quick-Crit Thread
It's been deleted from the model, I'll redo it to get it up to par.
I'll try to see if I can dig up more tutorials for Forerunner modeling. I wasn't using any references at all, and it was obvious.
But what about the beach? How does that compare?
May 8th, 2008, 10:04 PM
il Duce Primo
Re: The Studio Quick-Crit Thread
Animated 3d grass.
May 8th, 2008, 10:16 PM
Snowy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Assault&Battery
I would really appreciate those guidelines, thank you.
Also: http://i294.photobucket.com/albums/m...77/beach-4.jpg
Water taken from a Halo 3 screenshot, made by Bungie studios.
The Pelican will serve as a turret for defense of the main hole, the secondary cave (off to the right) is just out of range of the turret.
It won't be flyable or anything that will kill gameplay, just a turret on a Pelican which will probably be on fire.
give them cliffs some z brush!
May 8th, 2008, 10:24 PM
Con
Re: The Studio Quick-Crit Thread
Nice animated grass :o
May 9th, 2008, 12:22 AM
BobtheGreatII
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Conscars
Nice animated grass :o
.
That's amazing :downs:
May 9th, 2008, 12:27 AM
NuggetWarmer
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by il Duce Primo
Animated 3d grass.
As I said on HaloMaps, I can has? :o
May 9th, 2008, 06:15 AM
PenGuin1362
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by il Duce Primo
Animated 3d grass.
Pretty simple, but nicely done.
May 9th, 2008, 06:51 AM
Llama Juice
Re: The Studio Quick-Crit Thread
@ Animated Grass
Show that video to someone who's not interested in modding... or... someone who is using a less ancheint engine...
luls will ensue.
Nicely done though, would be a nice touch for maps, if subtly done.
May 9th, 2008, 10:48 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
I seem to remember seeing a tutorial once for making animated plants exactly like that. Hm. Looks decent tho.
I'm curious, is it scenery, or is it detail objects? (Can you even animate detail objects?)
Actually, it looks pretty good. Keep working on it thought. Your really aren't sowing much.
May 9th, 2008, 03:14 PM
Sever
Re: The Studio Quick-Crit Thread
I personally like the way it looks, but I don't know much about texturing. Just wait around for Dane to give you some pointers. What I can say though, is that the lip at the end (the faces and the edge of the main semi-cylinder, as well as the edges contacting it) needs scratches and whatnot.
May 9th, 2008, 03:17 PM
Hunter
Re: The Studio Quick-Crit Thread
Its like my 2nd texture. I havnt really tryed before.
But I may as well learn.
May 9th, 2008, 03:44 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
too cloudy. doesn't look like metal. it looks more like black charcoal got smeared all over dark gray paper. learn material definition, please.
May 9th, 2008, 03:47 PM
Llama Juice
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Rob Oplawar
gestural?
as in... it's a seven second doodle... just threw something there for the general shape/proportions before going back through it an fully rendering it out.
May 9th, 2008, 04:34 PM
SgtBotley
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
too cloudy. doesn't look like metal. it looks more like black charcoal got smeared all over dark gray paper. learn material definition, please.
are you talking about Hunters skin or your own? *check sig