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Thread: Quick-Crit 2008-2009

  1. #6311

    Re: The Studio Quick-Crit Thread

    Well, =sw=warlord said he wanted a more LED-style button; part clear, part clouded, so I wasn't going for scan lines as much as just underlighted plastic.

    Even though, I also did whip up that button in about 2 minutes, so I could always do a better job. I'm more looking for crit on the metal's realism (or unrealism), as that's what I focussed most on.

  2. #6312
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    Let's play a guessing game.
    I have modeled a gun from Star Wars. It is not in the movies, but it IS in at least 2 (maybe 3) out of 4 incarnations of a very popular Star Wars video game.

    It was very hard to model because the particular game dates back to the early 2000s, and, although had about as dedicated of a mod following as Halo did, the weapons were severely low-polygon and were very hard to find good refs for.
    Firstly, regular renders to appease Snaf (No smoothing):

    With wireframe:

    Secondly, good-looking renders because I think it looks nice.

    With wireframe:
    pistol grip has too many segments across, barrel is too many sides, looks like some details are modeled directly in when they'd be better off as single elements.

  3. #6313
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    The scratches are too soft in some places and your material is a bit cloudy in general.

  4. #6314
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post
    The scratches are too soft in some places and your material is a bit cloudy in general.
    this

  5. #6315
    Could've Moved Mountains
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    Re: The Studio Quick-Crit Thread

    UV is really bad.
    Redo that before doing anything else with the texture.

    About the texture itself:
    The metal base material is too spongy
    Damage on the polymer looks a bit excessive.
    Also, body of the gun itself needs more obvious lighting if this is going into Halo 1.

  6. #6316

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by legionaire45 View Post
    Also, body of the gun itself needs more obvious lighting if this is going into Halo 1.
    It's not, it's going into UE3/Cryengine2

    So most of the crit is on the metal and details just not being sharp enough? Because I actually went through and blurred a lot of it because I thought it looked too unrealistic originally. I guess I'll start with sharpening the damage and making a better metal base.

  7. #6317
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by BobtheGreatII View Post
    Heavy Repeater.

    What do I win?
    Dingdingding!
    You win a neckbeard emote!

    And Snaf, I don't know why, but I've always preferred a single mesh over having multiple elements. It's just a thing that I've had, I guess, probably because I learned to model by making Halo maps.

  8. #6318

    Re: The Studio Quick-Crit Thread

    And no good modeler in their right mind would keep everything in one mesh. Don't be ignorant and fix it.

  9. #6319
    left halo
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    Re: The Studio Quick-Crit Thread

    Seriously jay, stop making those worthless and stupid extrudes. They add nothing to your model, and make it look even shittier than it would without them. Furthermore go get some tutorials or something becuase to be honest its been like 5 months of you just modeling something and making the same mistake, over and over again. Your topology is shit, your mesh is riddled with non planers, and your adding more polys than you need to in ALOT of areas.
    Look ill even post some for you
    http://boards.polycount.net/showthread.php?p=966646
    http://www.fpsbanana.com/tuts/332
    And I don't care if you have already seen both of them, becuase if you have you obviously missed the entire gist of the tutorials.
    Same thing I posted in your other thread jay.

  10. #6320
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    And Snaf, I don't know why, but I've always preferred a single mesh over having multiple elements.
    ATTN: DÆRP

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