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Thread: Quick-Crit 2008-2009

  1. #4751
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    That actually looks pretty nice. The abse texture seems good. The bevel edges should be a bit more defined though, and maybe have some damaged egdes/corners.

  2. #4752
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    the base texture is nice, like hunter said, but its missing all the wear and tear, not just the stuff around the edges.

  3. #4753
    halord Futzy's Avatar
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    Re: The Studio Quick-Crit Thread

    Thanks, I'll work on that.

    Now I need to figure out how to do UVW maps :/

  4. #4754
    HA10 Limited's Avatar
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    Re: The Studio Quick-Crit Thread

    Uving that box? Or something else.

    Also, you planning on doing a specular for that box? If its metal I highly suggest you do

    Edit: Also, maybe bake an ambient occlusion onto the texture, really helps add depth using shadows, they obviously wont be real time but it can help out.
    Last edited by Limited; July 29th, 2009 at 03:07 PM.

  5. #4755
    halord Futzy's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Limited View Post
    Uving that box? Or something else.
    How else do I apply different part of the texture to each face?

    Quote Originally Posted by Limited View Post
    Also, you planning on doing a specular for that box? If its metal I highly suggest you do

    Edit: Also, maybe bake an ambient occlusion onto the texture, really helps add depth using shadows, they obviously wont be real time but it can help out.
    I don't really know how those work.

    http://img194.imageshack.us/img194/4098/boxtorn.png

  6. #4756
    HA10 Limited's Avatar
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    Re: The Studio Quick-Crit Thread

    Well yeah, uving the box is the answer to allowing it to use different sections on the same texture file.

    In short, apply a Unwrap UVW modifier to the box, select face in the tree for unwrap, untick normalize map, set it to planar and find the right axis, and make the face smaller in the edit uwv's preview box. Google it though theres thousands of tuts out there.

    Specular can help add shine to things, google that too. xD

  7. #4757
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    to make ambient occlusion, you either bake one from a hi res mesh to a low poly mesh (the real way), or you can use a height map and use xnormal to make an ambient occlusion from it (the fake way). both ways yield decent results, so choose which you'd rather do d:

  8. #4758
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Working on the halo assault rifle.
    So far i have this but hopefully someone can point out to me if im doing something wrong and if so what and how i can fix it.


    The refference im using is this.
    http://fc02.deviantart.com/fs42/f/20...by_Wolff60.png
    Any tips or advice would be greatly appreciated.

  9. #4759
    Joshflighter
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    Re: The Studio Quick-Crit Thread

    you have a non-planar in the back.

  10. #4760
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    Lmao I can no longer clay render... Well I've got most of the hull outline done and going to move in and add all the panels. I've also finished a majority of the panels covering the wheels, with the exception of the last panel covering the gear wheel.



    I have a request to make. Can someone find me pictures of the suspension/ axial for the majority of the wheels because I can't find any.

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