Page 326 of 645 FirstFirst ... 226 276 316 324 325 326 327 328 336 376 426 ... LastLast
Results 3,251 to 3,260 of 6443

Thread: Quick-Crit 2008-2009

  1. #3251
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: The Studio Quick-Crit Thread

    looking much better, still needs less grey though, maybe try setting a few lense flares or see if snafubar can think of a way for the diamond to break the light up to its spectrum.

  2. #3252
    Post Apocalyptic Badass Corndogman's Avatar
    Join Date
    Sep 2007
    Location
    Florida
    Posts
    2,136

    Re: The Studio Quick-Crit Thread

    It looks way too cluttered now, the main diamond is reflecting and refracting all the background stuff and it makes the caustics look gross in the middle.

  3. #3253
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: The Studio Quick-Crit Thread


    Any better.

  4. #3254
    GLORY TO ARSTOTZKA rossmum's Avatar
    Join Date
    Sep 2006
    Location
    the atrocity exhibition
    Posts
    13,767

    Re: The Studio Quick-Crit Thread

    No. Lose the rail. We've been over this; rails are not a fix for a lack of interesting shapes, they exacerbate the problem (not to mention that if this is meant to be canon, they're completely out of place). Smooth the top out like it is ingame, don't leave it boxy and don't cover a boxy surface with a whole shitload of boxy repeating shapes. Ditch the ridges on the collapsing stock as well; they're a waste of polies and make no sense. Once that's done, move the cocking handle forwards, right to the front end of the receiver, and shorten it. Add a notch for it to lock open.

    If you're going to go balls-to-the-wall with detail, you may as well get the basics right.

  5. #3255
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: The Studio Quick-Crit Thread

    Okay, I guessed you where going to say ditch the rails Lol. The rails on the collapsing stock are on it in Halo 3 OSDT. Thats why I put them on. Should I add small holes to make the stock lock into place instead? Because it needs some sort of technique other wise it would just move backwards and forwards.

    Also I added a cocking handle sorta thing to the clip, basicly I though it could be used to release the clip, instead of it just falling of.. That a good idea?

  6. #3256
    GLORY TO ARSTOTZKA rossmum's Avatar
    Join Date
    Sep 2006
    Location
    the atrocity exhibition
    Posts
    13,767

    Re: The Studio Quick-Crit Thread

    I'm guessing this is for CE, so normals are out; just texture them on. You're not that likely to notice them, and they wouldn't be hugely visible anyways. As for alternative locking mechanisms... feasibly you could have a smooth surface, as long as it wasn't slippery and there were decent enough clamps to hold it steady. The SMG isn't exactly a powerhouse.

    Whatever you go with, skin them on. There's no need to waste polies on something you won't be paying much attention to, they could be better used to round out the top cover. For the mag release, I'd suggest a button or pressure pad rather than that, it just doesn't look quite right. Perhaps something similar to your average plastic strap buckle, but without the central prong? If you have to squeeze the top and bottom at the same time, it makes it hard to accidentally release the mag, and it could also be kept fairly low-profile so as not to intrude too much on the design. Just two little buttons or tabs poking out of the magwell would be all it'd take.

  7. #3257
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: The Studio Quick-Crit Thread

    I model for looks, I dont bother about putting in game. H3MT might use it if they want to. That is why I am making it high poly. I could texture bake it and texture it easier with that.

  8. #3258
    a bit of the old in-out Roostervier's Avatar
    Join Date
    Jan 2007
    Posts
    3,379

    Re: The Studio Quick-Crit Thread

    Uh, if that's the case then why is it boxy on the top and in other places? If you're going to make a highres mesh then don't half ass it, go all the way with it. Make it like this:


    The model is kimono's.

    If you really don't care about poly count, then quit modeling low poly meshes.

  9. #3259
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: The Studio Quick-Crit Thread

    Okay then, lets say I model medium detail... w.e

  10. #3260
    Glorious Beacon of Light Disaster's Avatar
    Join Date
    Nov 2007
    Posts
    2,022

    Re: The Studio Quick-Crit Thread

    Kimono is really good at sub-d modeling

Thread Information

Users Browsing this Thread

There are currently 4 users browsing this thread. (0 members and 4 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
  •