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Thread: Quick-Crit 2008-2009

  1. #5301
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Advancebo View Post
    It looks okay, I dont like the lights being green though (ew halo 2). also the metal on the barrel should be brighter than the grip parts. And why is the ejection port on the left side of the shotgun.
    Most likely a mirror from the texture.

  2. #5302
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Yeah, make the texture like a 2048, i do that with all my Cry work, and it turns out awesome.

    Speaking of CryEngine, I was making some rocks for a map I'm working on with a friend.





    Its repeated 5 times.

  3. #5303
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    Can you import custom levels with crysis? or is it shitty brush mapping/ height mapping.

  4. #5304

    Re: The Studio Quick-Crit Thread

    Hopefully it can import it and give it as much graphical priority as halo does. The idea of having your level model have the same processing priorities as every other model makes my models feel less important.

  5. #5305
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Yes you could import whole levels into crysis, but you would have to put them into seperate exports, to minimize the time of the export. Mah boi wanted to import the ENTIRE map we had into it, but I say we mix up the parts of the map in it, because it would be more better in design

  6. #5306

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by killer9856 View Post
    Yeah, make the texture like a 2048, i do that with all my Cry work, and it turns out awesome.

    Speaking of CryEngine, I was making some rocks for a map I'm working on with a friend.



    [pix]

    Its repeated 5 times.

    you should think about investing more polygons in your model, at least to give it a smother silhouette. (crysis can handle it, don't worry)

  7. #5307
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by neuro View Post
    you should think about investing more polygons in your model, at least to give it a smother silhouette. (crysis can handle it, don't worry)
    Would be nice if the texture artist knew how to use a 3ds application a bit, as he has took the smoothing off and textured lines where the edges are, where actually it is smoothed :/

    THen he could up the poly count as well, saves time for me as I don't really have time to make 2 versions of models all of the time Lol.

    And Disaster, will you give the shotgun a go? Please?

  8. #5308
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Need some advice on my unwrap.
    Anyone here able to make some suggestions on how to improve my UV wrap?
    Iknow theres alot of unused space and thats what im worried about.
    If i scale certain parts up would that not skewer the UV?

  9. #5309
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    Make that little strip in the top left larger.

  10. #5310
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Advancebo View Post
    Make that little strip in the top left larger.
    You mean the long thin strip?
    No point, won't be seen at all unless you really look at the monitor with a magnifying glass.
    It's just the strip down the side of the inset's.

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