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Thread: Quick-Crit 2008-2009

  1. #3271
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Now THAT'S a nice piece of Forerunner architecture! It might look a tad less blade-ey if you made the groove down the middle thinner - right now you have it taking up about 3/4 of the leading edge, and leaving only 1/8 on either side. I'd say go for a 1:2:1 ratio rather than the current 1:6:1. Other than that, it looks great!

  2. #3272
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    top should be thinner than the bottom.

  3. #3273
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    That all depends on if he wants it to or not - not every Forerunner beam emitter tapers to a blunt point when viewed from the front. Take a look at Valhalla's towers:
    Their edges are parallel all the way up, until they reach the top where the leading edge's profile projects itself and causes the chamfered edges.

  4. #3274
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread



    Mainly the grass. I finally figured out how to render it. Im working on the density of it but how does it look so far?

  5. #3275
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Honestly it doesn't look good at all. If you can still easily see that it's just a bunch of the same sprites, then it obviously isn't working. The shape of the grass isn't that organic, and it needs a much higher range of values and colors. Vastly increase the density as to hide the sprites' bottom edges and create the illusion of actual grass. If you want thinner grass, use a set of sprites that display that, not less sprites.

    Keep it up though - the palm trees look great and act as proof that you know what to do.

  6. #3276
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    ty, i finally got it to do what i wanted after a few hours. thanks. ive done a lot already on it.

  7. #3277

    Re: The Studio Quick-Crit Thread

    Ha anyone else noticed, that irl shadows aren't that sharp? Like seriously. For stuff (not so much this render, but like games) that are aiming for photo realism. The lack of soft shadows bothers me. Just thought I would throw that out there.

  8. #3278
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    For that render, to save time, i didnt render with the best shadow properties. That only have low quality final gather and minimal light sources. But yeah I understand what your say in general.

  9. #3279
    FOR THE EMPEROR! Jean-Luc's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by BobtheGreatII View Post
    Ha anyone else noticed, that irl shadows aren't that sharp? Like seriously. For stuff (not so much this render, but like games) that are aiming for photo realism. The lack of soft shadows bothers me. Just thought I would throw that out there.
    Main reason for this? Processing power. Soft-shadows cause a HUGE performance hit (usually) as opposed to ray-traced (hard edged) shadows.

    E: Actually paladin, if you use Shadow Map for your shadows with a bias of 0.2-0.4, you'll be able to render faster with more realistic shadows (for the time being)

  10. #3280
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Cagerrin View Post

    anyone got a link to this art and more?

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