Page 8 of 645 FirstFirst ... 6 7 8 9 10 18 58 108 508 ... LastLast
Results 71 to 80 of 6443

Thread: Quick-Crit 2008-2009

  1. #71

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Reaper Man View Post
    The cliffs look fine, but the tunnel/entrance looks really bland.
    Quote Originally Posted by Assault&Battery View Post
    If the new cliffs pass judgement, I will proceed on to the shitty Forerunner pathway I currently have.


    It's refreshing to see someone around here improving with every new bit of criticism, nice work! The cliffs do look good.

  2. #72

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Pooky View Post
    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.

  3. #73
    This avatar size is... LlamaMaster's Avatar
    Join Date
    Oct 2006
    Posts
    2,727

    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.

  4. #74
    Banned
    Join Date
    May 2008
    Location
    SoCal
    Posts
    55

    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 View Post
    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.

    Should I scrap it and try again?

  5. #75
    Splendid! ExAm's Avatar
    Join Date
    Dec 2006
    Location
    Santa Cruz, CA
    Posts
    8,558

    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.

  6. #76
    Banned
    Join Date
    May 2008
    Location
    SoCal
    Posts
    55

    Re: The Studio Quick-Crit Thread

    I would really appreciate those guidelines, thank you.
    Also:

    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.
    Last edited by Assault&Battery; May 8th, 2008 at 08:34 PM.

  7. #77
    A V A L O N TeeKup's Avatar
    Join Date
    Sep 2006
    Location
    South Carolina
    Posts
    8,104

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Assault&Battery View Post
    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.

    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.

  8. #78
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: The Studio Quick-Crit Thread

    nice smashed box.

  9. #79

    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
    Code:
    +---+                    +---+
    |   |                    |   |
    |   |        becomes     |    \
    |   |                    |     \
    |   |                    |      |
    |   |                    |      |
    +---+                    +------+
    and so on.
    and avoid acute angles on insets- typically inside corners should be chamfered.
    Code:
    |\       
    | \       = no
    |  \
    |   \
     __
    /  \
    |   \     = yes
    |    \
    hope that helps.
    Last edited by Rob Oplawar; May 8th, 2008 at 08:59 PM.

  10. #80

    Re: The Studio Quick-Crit Thread

    Also avoid just using extrude. Play around more with editable poly.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •