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Thread: Quick-Crit 2008-2009

  1. #3261
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread



    Beam tower based on Halo 3 concept art. May or may not make it ingame.

  2. #3262
    InnerHoaers mech's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks great!

  3. #3263
    am I an oldfag yet? Heathen's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Hunter View Post
    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?
    Leave the rails.
    Quote Originally Posted by Cagerrin View Post


    Beam tower based on Halo 3 concept art. May or may not make it ingame.
    i actually like it alot.

  4. #3264
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Cagerrin View Post
    Make the larger fin (but not anything else) wider, and while doing so, widen the front edge of it as well, and add an intrusion (see Valhalla's towers). Add more of the magnetic accelerators along the beam emitter - two just isn't enough - and have them on a different face than their support structure as well (deeper or shallower - either works, depending on whether you want it to be a sleeker or more industrious Forerunner style), of which also needs its front face's angle to match the rest*. Finally, put a platform underneath the structure with an interior space connecting to the corrected front face, including an open area in which the player can see and be killed by the beam, to give it a game-play purpose other than just background scenery.

    *...it's front to match the overhanging tower's bird's-eye profile - doorways connecting to the interior would work best on the two angled edges.

    Also, Cagerrin, don't let this post scare you away or make you think your work is rubbish - I only ever really comment on work that already shows potential, and could probably be a modest finished product as-is.
    Last edited by Sever; March 29th, 2009 at 10:07 PM.

  5. #3265
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Sever View Post
    Make the larger fin (but not anything else) wider, and while doing so, widen the front edge of it as well, and add an intrusion (see Valhalla's towers). Add more of the magnetic accelerators along the beam emitter - two just isn't enough - and have them on a different face than their support structure as well (deeper or shallower - either works, depending on whether you want it to be a sleeker or more industrious Forerunner style), of which also needs its front face's angle to match the rest. Finally, put a platform underneath the structure with an interior space connecting to the corrected front face, including an open area in which the player can see and be killed by the beam, to give it a game-play purpose other than just background scenery.
    Blargh, should've stated exactly how I'd be placing it in the first place. It's not going to be a playable area, just background, positioned like the towers below.



    More accelerators are go, as is groove if I can make it not look fat.

    Edit: Certainly won't, I've done a good deal of creative stuff(Lego, heh) elsewhere, and this sort of reply is the polar opposite of the sort of crap I usually get, so it's kinda nice for a change.
    Last edited by Cagerrin; March 29th, 2009 at 10:13 PM.

  6. #3266

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by rossmum View Post
    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.

    Rails aren't for lack of detail, they're incredibly popular and allow for weapons to be more versatile than a weapon without rails. So don't lose them, just fix them a bit, they look off.

  7. #3267
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: The Studio Quick-Crit Thread

    I know that's what they're for in the real world, but people tend to use them to try and make something look more complex and detailed than it really is when they're modelling.

    Anyway, prominent 1913s have no place in the Halo universe, we've been through this.

  8. #3268
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    I think I have modelled them right from the refs, They need to be making bigger or something? Because I dont get how they look off.

  9. #3269
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Hunter View Post
    Any better.
    here's some stuff i see is wrong...(if you're going for accuracy)


  10. #3270
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread


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