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Thread: Quick-Crit 2008-2009

  1. #3881
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    They generate there normal maps by modeling high poly meshes ( most of the time) :|

  2. #3882
    FOR THE EMPEROR! Jean-Luc's Avatar
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    Re: The Studio Quick-Crit Thread

    Actually, most of the normal maps in Halo 1 and Halo 2 appeared to be hand-painted, rather than baked.

  3. #3883
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Jean-Luc View Post
    Actually, most of the normal maps in Halo 1 and Halo 2 appeared to be hand-painted, rather than baked.
    All of h1s normals are hand painted but Some of h2s are from bakes. If you look closely, on baked ones, you will see smoothing that is done from normals like the rounding of hard edges.

    E: I haven't actually seen the h2 normals so I don't know 100%
    Last edited by Disaster; June 4th, 2009 at 06:23 PM.

  4. #3884
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread



    Inspired a bit by the blockers(need a better term) on Narrows. 398 tris.

    Would get a wireframe but Kerkythea confuses me greatly.

  5. #3885
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Cagerrin View Post
    Inspired a bit by the blockers(need a better term) on Narrows. 398 tris.
    It actually looks pretty good. I suggest that you complete the second half of it, which even Bungie hasn't done often enough.

    Please excuse my shitty text-based sketch that is to follow.

    You currently have this:

    A=/==\=A <- side view

    but you could have this:

    A=/==\=A <- blocker protruding above bridge
    ======== <- bridge
    |...|..|...|
    \...\../.../
    .\...=.../ <- fin protruding underneath bridge
    ..\____/

    I'll try and get you a sketch later - gotta go to work now.

    Keep up the good work!

  6. #3886
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    You get renders this time.





    I dunno how to make the parts where his arms/legs meet the shell look decent. I might model a small hole into them like how there is for the neck, but... meh. Right now I just painted the ends of his arms black to match the "hole" just to hide the silhouette of the low poly arm going into the shell geometry.

    He's 3394 tris

  7. #3887
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Llama Juice View Post


    The black holes for the arms don't look great, and I'd just get rid of them (I challenge you, though, to make them more round).

    The ankles still need to be scaled a mite more to have them just about touch the toe part of the shoe. Lastly, I'd make the fingers just a little less pointy (I don't think this will add much to the tri count).

  8. #3888
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    I was thinking about redoing the hands to make them more.. hand like haha.
    I was trying to make this koopa


    but... the hands are like.... yar so I'm probably going to redo it to make em more like the ones below.




    Also, someone on another forum said they'd love me if I put it ingame haha so I did.... kinda :P



    The shells are Kactors, so if you shoot them they move around :P

  9. #3889
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    Whats a kactor?

  10. #3890
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Advancebo View Post
    Whats a kactor?
    Quote Originally Posted by Llama Juice
    so if you shoot them they move around :P
    Basically movable scenery in UT3.

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