Page 8 of 32 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 313

Thread: [Gallery] DEEhunter's Light arrays

  1. #71
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: [Gallery] DEEhunter's Light arrays

    your sculpts are severely lacking depth.
    Reply With Quote

  2. #72

    Re: [Gallery] DEEhunter's Light arrays

    if this is halo 1 it don't need a high poly unless you plan on making that bsp...
    Reply With Quote

  3. #73

    Re: [Gallery] DEEhunter's Light arrays

    I make normal maps for all my assets. I dont plan on sticking with halo 1 forever.
    Reply With Quote

  4. #74
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: [Gallery] DEEhunter's Light arrays

    I don't know why you're bothering with making normal maps and sculpting in zbrush or mudbox or whatever. You're wasting your time. Your high res meshes are terrible. Everything you've done in zbrush/mudbox has amounted to surface scratching.
    Reply With Quote

  5. #75
    $20 bill y'all Bodzilla's Avatar
    Join Date
    Dec 2006
    Location
    Casino
    Posts
    11,463

    Re: [Gallery] DEEhunter's Light arrays

    Quote Originally Posted by DEEhunter View Post
    Actually. It is spinning in only 1 way.
    not to the eye.

    you ever seen that dancing ballerna silloutte. if you picture the particles at the base of the star in front of the star then it appears to move clock wise.

    if you picture it behind it appears to move Anti-clockwise.
    it was anti-clockwise first time i saw it, and now all i see is clockwise.
    Coo.

    Quote Originally Posted by AdmiralBacon View Post
    Yeah, and the depth kinda kills any possibility of the contrary.
    What do you use to gauge the depth of something?
    the fact that things further away look smaller?

    the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane
    Last edited by Bodzilla; February 10th, 2009 at 04:48 AM.
    Reply With Quote

  6. #76
    and Masterz1337 too! Advancebo's Avatar
    Join Date
    May 2008
    Location
    Georgia, USA
    Posts
    2,012

    Re: [Gallery] DEEhunter's Light arrays

    It looks like you added that window glass filter, and erased a couple of lines.
    Reply With Quote

  7. #77

    Re: [Gallery] DEEhunter's Light arrays

    What?
    Reply With Quote

  8. #78
    Senior Member Geo's Avatar
    Join Date
    Jan 2008
    Posts
    381

    Re: [Gallery] DEEhunter's Light arrays

    You should also either give us a wireframe, or tell us how many tris or polies are in the low poly model if you want to do this properly.
    Reply With Quote

  9. #79

    Re: [Gallery] DEEhunter's Light arrays

    I supplied wireframe. Polycount is 1,152 polies 578 verts.
    Reply With Quote

  10. #80
    おはようございます klange's Avatar
    Join Date
    Dec 2006
    Posts
    3,028

    Re: [Gallery] DEEhunter's Light arrays

    Quote Originally Posted by ßðÐŻÍ££å View Post
    What do you use to gauge the depth of something?
    the fact that things further away look smaller?

    the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane
    For one, there appears to be a slight angle to the render. It's clear that it is rotating around from right to the front to the left. Also, the particles in front kill it. And yes, I do see depth, and I'll only accept that I'm crazy if DEEHunter says it's an orthoraphic projection.
    Last edited by klange; February 10th, 2009 at 05:31 PM.
    Reply With Quote

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
  •