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Thread: Quick-Crit 2010

  1. #921

    Re: Quick-Crit 2010

    know the song, but pink floys isn't really my thing, sorry :P

  2. #922
    huehuehue annihilation's Avatar
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    Re: Quick-Crit 2010

    @ ODX
    Seems a bit crooked.

  3. #923
    walk the platypus Cagerrin's Avatar
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    Re: Quick-Crit 2010


    so apparently posting in the blogs is useless as far as getting responses goes.

  4. #924
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by neuro View Post
    know the song, but pink floys isn't really my thing, sorry :P
    we can't be friends anymore. im sorry

  5. #925
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    Cagerrin, that's looking interesting. How about lighting it up a little more so we can see the details down there?

  6. #926
    walk the platypus Cagerrin's Avatar
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    Re: Quick-Crit 2010

    Kerky seems to hate rendering any sort of interior so it'll be a while.


    for now, here's a shot of the area on the right of the previous render. back wall will have a door or two in it but I'm not that far yet.

  7. #927
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    looking good, keep it up.

  8. #928
    walk the platypus Cagerrin's Avatar
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    Re: Quick-Crit 2010


    the far end is where the holes in the upper floor end up. they're set up as a one-way ramp. the end the camera's at is unfinished, will have a horseshoe-shaped room around it that'll have access to the back wall of the upper floor.

  9. #929
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010

    Just finished off, got other things to do now. Well, apart from that floater I forgot about. And the edges are WAAAY too tight still, but fuck it. Learn from mistakes for next time ay. One or two little details need to be added as well such as trigger ect...

    And the material I used on it made a weird but okay render I think. Lul.

  10. #930
    Senior Member =sw=warlord's Avatar
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    Re: Quick-Crit 2010

    Looking for some tips on a diffuse I'm working on for a holographic unit.
    I realise the UV's have a lot of space wasted but unless a significant amount of extra space could be used up without distorting the proportions I don't really want to have to go back and change them.
    Last time I worked on a diffuse was the assault rifle at the beginning of the year and since then I've been going through as many tutorials as I can.
    The model itself was made by sub-division and I've got a high poly model ready to bake the normal maps with.
    What I'm looking for here is what exactly can I do to improve the quality of my diffuse, since the object is fixed inside the control room I doubt it would get all that many scratches but weathering and corrosion is something I've been thinking about but I want to know what people here think before I go ahead and do anything else.

    Which is for:


    E: I've just noticed there is a piece of mesh overlapping another, That will be fixed.

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