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Thread: Quick-Crit 2010

  1. #331
    Senior Member
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    Re: Quick-Crit 2010

    For the animation contest.
    http://www.youtube.com/watch?v=4vdF8FwbwzY
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    Last edited by HDoan; March 2nd, 2010 at 10:32 PM.

  2. #332
    chilango Con's Avatar
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    Re: Quick-Crit 2010

    I love it

  3. #333
    For Auir! ODX's Avatar
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    Re: Quick-Crit 2010

    NOONOOOOOONONOONNONONO

    BAD DOAN, NO, THAT'S CHEATING

    You should be doing the animation all by yourself with no critique/help from anyone along the way, and enter it into the contest with everything done and edited to your liking. The judges will then judge it based upon your skills, and be able to actually say something instead of you having everything already fixed up because you posted it for critique.
    If I'm somehow wrong on this (as it is all up to Teh Lag to decide) then I deeply apologize, but to me it seems a way of cheating and an unfair advantage for you.


    On another note...
    So uh, who likes shotgunz?:

  4. #334
    Senior Member ICEE's Avatar
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    Re: Quick-Crit 2010

    Not bad, but I think the entire thing feels too vertical. rotate on more axes (axises? axees? you know what I mean) to add more vitality to the animation. the part where you hit the release switch is a great opportunity to use more rotation.

  5. #335
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    need advice


    obviously the sand and the sky are shit and need to be redone; problem is i can't paint loose beach sand nor overcast skies to save my life. water i'm fairly happy with, but willing to take crits on. sub is more or less in its final state; unless any of you happen to be experts on the hotel-class or wrecks thereof, i don't see any serious need for alterations there. i did it from memory before and got it mostly right, but i just touched it up a little with a few refs (brought the bow planes forward and up a little into their proper position, added the row of holes along the top of the light hull, lengthened the silver-coloured strips on the bow although i had their proportions to each other right on).

    if anyone's dying to know what it's for, it's another one of my maniacal ideas for a map, but not for ce (even schism is probably going to be moved to a new engine because fuck the ce community). it's for source. i hope to god i can find someone willing to either brush in or (more likely) model a 100% accurate hotel, because i sure as hell can't manage that. best i could do is the exterior. maybe. and the actual surrounding terrain, again maybe.

    tweek forget spaceships how about subs

  6. #336
    Could've Moved Mountains
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    Re: Quick-Crit 2010

    Quote Originally Posted by rossmum View Post
    -snip-
    I know that one of the Nuclear Dawn maps had a full scale submarine that I'm pretty sure was a model, but then again you could only see the exterior of that particular one. You might be able to get away with a combination of models for the exterior and brushes for the interior since this probably won't be moving (unless that's part of your plan, in which case I think you can parent geometry to a model and then parent that model to a func_train or something to that effect to keep everything moving as one object).

  7. #337
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    The problem with brushes is that you can only do so much in terms of detail, not to mention you have a limited number of them. Of course, you then have the issues that come with a model - from what I've been told, radiosity doesn't run properly on anything but brushes. Given the sheer scale and complexity of any sub, let alone a Hotel, model would seem the best choice although even then it would probably have some serious issues. As it is I'm going to have to figure out how to tweak the player collision, because a 32x32x72 box isn't going to work out so well in such cramped quarters.

    e/ The mod Awakening actually had a fully-fledged sub base complete with one in drydock, all Kilo-class. That said, you couldn't go in them, Kilos aren't that big, and the models weren't that detailed.
    Last edited by rossmum; March 3rd, 2010 at 03:23 AM.

  8. #338
    Looking for a concept gig Chainsy's Avatar
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    Re: Quick-Crit 2010

    Ross add me on steam and I will supply you with crits and brushes.

  9. #339
    am I an oldfag yet? Heathen's Avatar
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    Re: Quick-Crit 2010

    add me and I can supply anime, youtube links, and add you to my list of people to ask questions, along with Ultama, Con, Yoko, Selentic, and Exam.

  10. #340
    Looking for a concept gig Chainsy's Avatar
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    Re: Quick-Crit 2010

    I have no clue what your steam is heathen

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