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Thread: Quick-Crit 2008-2009

  1. #2501
    Senior Member teh lag's Avatar
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    Re: The Studio Quick-Crit Thread

    @ Hunter : Much of that is, to be honest, horrible. Some parts just look lie distorted primitives, when there should be a lot more shape to them. There's a lot of places where difference in detail is jarring (ex : front handle). I'd reccomend starting over with better ref, I don't think that it's worth salvaging.

    Also, you don't need to cut>chamfer>extrude (or whatever you seem to be doing) all the time to get "details". In some place it just looks really bad. (Again, see handle. Also stock.) And if you *do* do that, at least try to make the smoothing clean.

    @ Fear : Not bad, but not great. A lot of it looks too boxy.

  2. #2502

    Re: The Studio Quick-Crit Thread

    Some fail.


    Diffuse

    Specular

  3. #2503
    InnerHoaers mech's Avatar
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    Re: The Studio Quick-Crit Thread

    Does unreal do specular differently because that doesn't look like a specular map at all. Plus I don't see any specular in the engine render.

  4. #2504

    Re: The Studio Quick-Crit Thread

    Its me. Im a nub at unreal materials.

  5. #2505
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    I see some specular. Great stuff, but to do the engine justice one would ideal put Zbrush sculpted meshes everywhere to make it look less boxy and more worn and realistic (as well as better textures).

  6. #2506

    Re: The Studio Quick-Crit Thread

    Never thought of using zbrush for interiors. It always messed up the other side of the wall. Unless I use mudbox though. Ill try that next time.

  7. #2507

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by SnaFuBAR View Post
    Reload animations.
    You could always just hide it with the animation.

  8. #2508
    am I an oldfag yet? Heathen's Avatar
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    Re: The Studio Quick-Crit Thread

    Hunter. Do I spy errors in those grooves?

    Also, Dee. Super tiled stuff is uggo.

  9. #2509
    Senior Member ICEE's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Pooky View Post
    You could always just hide it with the animation.
    I believe it is very bad to restrict the animator to motions that hide bad parts of the model.

  10. #2510

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by BobtheGreatII View Post
    Shotgun I made a few weeks ago in a couple of hours. Far from being done, but that's what we have the crit thread for. Things I'm looking for: An idea for details on the side, I don't like the stretched cylinders and a different mechanism for the revolver part to come out...

    Anyway, it has batteries instead of shells, 4 revolving batteries; 2 shots each.
    Old Model

    Still working on it. I'm curious if I should extend the rail on the top to the end of the gun... thoughts?

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