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Thread: Quick-Crit 2008-2009

  1. #4531

    Re: The Studio Quick-Crit Thread

    Is that normal map painted?

  2. #4532
    Dr. Colonel Unholy III Newbkilla's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by SilentWindPL View Post
    Lockers don't normally have knobs

    What is that left hand bottom corner 'watermark' type thing I see? Also, sledgehammer is nice. Can't really be simple enough there. Looks like a sledgehammer should look, or would. I like the geometric octagon more then a cylindrical end. Less tricount and overall looks sexier.
    What do you mean? Lockers have knobs, you put in your combination and that opens the locker. Dee, I used crazy bump to create a normal map from my rendered occlusion in xnormals.

  3. #4533
    Intellektueller Bastinka's Avatar
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    Re: The Studio Quick-Crit Thread

    The ones at my school have hooks, reminds me every time when I last got my tetanus shot.

  4. #4534
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    I suggest you make a height map. An occlusion map is nothing close to a height map.

  5. #4535
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread



    Fiddling around with a hud concept based on the Superintendent's(as seen in a few ODST trailers). Yes, I know that one line on the left is distracting.

    Suggestions on weapon icon/ammo meter placement?

  6. #4536

    Re: The Studio Quick-Crit Thread


    Bro!

  7. #4537
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Newb, you should do some more.... challenging unwraps. I think you got a basic understanding of it. Still more to learn.

    I still need to learn too

    i tried to do sci fi for once, im going to go ahead and texture it if I can get some healthy advice.

    What else should I add to it? suggestions please!





    EDIT: its a wall btw for an industrial like building

  8. #4538

    Re: The Studio Quick-Crit Thread

    It looks too "important" to be a simple industrial wall. Maybe a handle to reveal a little control panel?

  9. #4539
    quatamalos NuggetWarmer's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Cagerrin View Post
    [thumb]http://www.majhost.com/gallery/TalonX/randomstuff/WIP/super_hud_mockup.png[/thumb]

    Fiddling around with a hud concept based on the Superintendent's(as seen in a few ODST trailers). Yes, I know that one line on the left is distracting.

    Suggestions on weapon icon/ammo meter placement?
    Get rid of the line on the side, move the \\__ over, and put the shield/health meter in the gap under it. Once you've done that, I'll doodle up an idea for the radar.

  10. #4540

    Re: The Studio Quick-Crit Thread

    Killer:
    http://www.modacity.net/forums/showp...&postcount=131

    most of the stuff i said there also go for your wall thingy.


    as for hunter and your locker: what's the purpose of doing anything highres if you're not going to see anything more than a pixel or 2 of it.

    you've got to keep in mind your texture resolution when you want to bake shit. those little bolt thingies won't even be the size of a single pixel, and your edges of the door won't even be as wide as a single pixel.

    your edges are so sharp you won't see anything of a smooth edge on your normalmap because they're less than a pixel

    you can build that thing in 'high res' with 250 polygons and you'd get the exact same result (propably better result even) if you were to bake it down.

    now ask yourself, how long it took you to highres that, and how long it'd have taken you is you just built a 250 poly model for that and baked it down.

    then there's also the nametag thing at the top (i guess it's a nametag)
    if you knew how normalmaps actually worked, which you obviously don't, and looking at wikipedia doesn't count, you should be aware that normalmaps only store surface direction, and not depth.
    now since that nametag is nothing more than a simple extrude (height information only) you won't see a single thing on a normalmap (unless your cage sucks and you get a misaligned projection.

    in fact, that's propably the only thing you SHOULD have highressed on the entire thing, yet it's the only thing you didn't apparently. (and if you did, you'd propably have given it such sharp edges that it'd be only 1 pixel wide.)

    Quote Originally Posted by Newbkilla View Post
    What do you mean? Lockers have knobs, you put in your combination and that opens the locker. Dee, I used crazy bump to create a normal map from my rendered occlusion in xnormals.
    you used INDIRECT lighting information to render out surface direction? :3

    i'm not really quite sure what to say about that, besides it being impossible.
    sure, crazybump makes a nice looking normalmap out of anything it eats, but the normalmap it gives out makes absolutely no sense whatsoever. if anything, it would make your object look all lumpy in fact, your object look exactly like something crazybump would spit out when you put something that makes no sense into it. you can turn a heightmap into a normalmap, or you can use geometry to bake a normalmap or you can paint them by hand, but you can't put an ambient occlusion map and craybump it into a normalmap. it just doesn't work that way.
    Last edited by neuro; July 20th, 2009 at 02:24 AM.

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