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Thread: Quick-Crit 2010

  1. #941
    Senior Member =sw=warlord's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by neuro View Post
    warlord, stop bitching and start over.

    start with redoing your UV's.
    The only one bitching is you.
    I said I'l redo the UV's after seeing the overlap.

  2. #942
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    And the one consistently missing the point is you.

    You don't need stronger brushes. You need to put the ones you're already using to better use.

  3. #943
    chilango Con's Avatar
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    Re: Quick-Crit 2010


  4. #944
    Senior Membe Syuusuke's Avatar
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    Re: Quick-Crit 2010

    I, too, like taking panoramas:



    Fuck this is way too saturated.

    Fuck linking from dropbox.
    Last edited by Syuusuke; July 27th, 2010 at 01:37 PM.

  5. #945
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    i am bad at this. so, so bad



    is it even worth continuing

  6. #946
    I piss blood Crackers's Avatar
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    Re: Quick-Crit 2010

    It can be salvaged.
    First off, try creating a base metal texture that covers everything, this saves alot of time and you can focus on making the metal consistent and real.

    Second I am going to give the benefeit of the doubt and assume you have some sort of shader applied that is making that metal look shiny, and you did not blatantly texture shine onto the weapon. If you did texture shine onto the gun just know in the future that is a big no no on the diffuse as there are obviously other maps that do this for you.

    Finally, you're at least trying to think and not spam scratches everywhere, which is a habit you should keep.
    I find looking at extreme cases of gun damage and terrible ownership on google can show me where scratches form regularly on guns and how they form. Thanks to it being extreme cases of damage, the scratches are also usually at their peak so you know when youre using too many forms of wear and tear. To make sure your texture is interesting, you cant make the gun dull, shiny and stock... I always aim for a somewhat regularly used gun mindset.

    Keep working, everything improves in time if you make the iniative to find the knowledge.
    Last edited by Crackers; July 27th, 2010 at 02:28 PM.

  7. #947
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010

    Looks decent to me, but Im not texture artist (or artist tbh)

    Although, I see people say not to paint on pre defined lighting.

  8. #948
    [HIV] Lobo El Lobo's Avatar
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    Re: Quick-Crit 2010



    Where's Katana?

  9. #949
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Crackers View Post
    Second I am going to give the benefeit of the doubt and assume you have some sort of shader applied that is making that metal look shiny, and you did not blatantly texture shine onto the weapon. If you did texture shine onto the gun just know in the future that is a big no no on the diffuse as there are obviously other maps that do this for you.
    This is the only thing I'm going to dispute; there is absolutely nothing wrong with previous-gen texture work (i.e. diffuse-lit). I know people who can make a 1500 poly, diffuse-lit weapon look better than the latest 'hyper-realism', shader-lit pieces. It was made for older engines anyway, so shader-lighting it would be pointless.

  10. #950

    Re: Quick-Crit 2010

    ive got to go with ross here, i perrsonally really like the diffuse-lit style he's got atm.

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