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Thread: Quick-Crit 2008-2009

  1. #5711

    Re: The Studio Quick-Crit Thread

    I actually have an old model of dam that i started on. it's modeled and uv'd up to the first two sections right up to the dual sliding door section. If you want to finish it, be my guest

  2. #5712
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    They're windows?
    lul that's what I made out of it because of how you have the braces going across the dark places... and frames around them Makes them look like a futuristic window inset type thing. The darker color looks like the traditional bungie blue for their glass.

  3. #5713
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Con View Post
    This is retty trivial, but that's the gull-wing door of the car, not the hood. You'd think that the shockwave that snapped trees like toothpicks would rip that door off, but it didn't.
    mis-observation, but regardless, all the damage in the scene is telling. vv

  4. #5714
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by PenGuin1362 View Post
    I actually have an old model of dam that i started on. it's modeled and uv'd up to the first two sections right up to the dual sliding door section. If you want to finish it, be my guest

    The funny thing is that I don't know if I want to finish my dam model. I don't think the gameplay will be good on that map.

  5. #5715
    Haerkashap n00ber's Avatar
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    Re: The Studio Quick-Crit Thread



    the lines are not my fault, its the uvs. i know the ears are weird, because i sux at making custom ones so i just googled up some ears and photoshoped them in. i am new at skinning so yea. the eye brows suck also i know.



    E. oshi-, need to resize image :C
    EE. oshi-, forgot to post link to the model: http://www.fpsbanana.com/models/974
    Last edited by n00ber; November 3rd, 2009 at 06:13 PM.

  6. #5716
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread


    I haven't fucked up yet, have I?
    Obviously no smoothing done at all.

    E: @noober: Unless the eyes are going to look different, can't you just overlay one eye on the UVW on top of the other and use that space for something else?
    Also, to solve the UVW problem, just color about 2-3 pixels outside of the borders. It'll show up like that ingame, if you're not careful.
    Last edited by English Mobster; November 3rd, 2009 at 06:45 PM.

  7. #5717
    show up throw up Ganon's Avatar
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    Re: The Studio Quick-Crit Thread

    roads still look wrong

  8. #5718

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    I haven't fucked up yet, have I?
    Much better. Keep doing that.
    e: actually, scratch that. You still have shit triangulation. Try using poly instead of mesh, to get a better feel for modeling in quads. Also, try to be more deliberate about your positioning. A lot of the geometry looks rather haphazard, for example, the lamp posts.Try to do more than just extrude edges (or whatever technique you're using) until you've got the shape; try really thinking about the shape you want to produce, where its boundaries and visual edges are, and what its construction might look like. You don't have to be an architect or a mechanical engineer to think that lamp posts are going to be more than one piece, and yet yours look like they were cast solid.

    Quote Originally Posted by n00ber View Post
    [image]jesus fuck[/image]
    That's extremely unsettling. I don't know the first thing about skinning, but I know you're doing it wrong.
    e: looks like he's related to Buster.
    Last edited by Rob Oplawar; November 3rd, 2009 at 06:49 PM.

  9. #5719
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    I'm using Poly, although my triangulation does suck, largely on the funny thing to the far right of the picture and the sidewalk border to the far left.
    E: @Ganon: The reason why the road looks like it is sloping downhill would be because that road is going downhill.
    Unlike my last one, this model has an even slope on the road the whole way down.
    Last edited by English Mobster; November 3rd, 2009 at 06:48 PM.

  10. #5720
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Yes. the road. Keep the road surfaces planar except for angular slopes (even though the slopes have a smooth rounded surface.

    http://www.bungie.net/images/Games/J...Concept-12.jpg

    See the road. Model everything just like in this picture as this is a good representation of all architecture in ODST.

    Make your road wider and not as set into the road. Make the curb ramp longer. Make the road planar except in specific locations as shown above.



    E: Extruding edges is a shit way to model bsps like this. Make every piece individually. Make the lamp posts in a different mesh with its own unique shape and details. Do the same for buildings and anything else made. Then, in max, combine the assets together in the final map model.

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