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Thread: Quick-Crit 2010

  1. #1001
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    You're going to have some smoothing errors with your current edge flow. I'd also add another layer of edge loop on your cylinder cap, but that's more of a personal preference, it makes it more flat with a sharp edge instead of this weirdly light-ish ring around the edge. Don't be afraid to make the detail floating geo if it messes the smoothing to the point where working a way around is well, too much work.

    Also get some high res ref, from looking at your details, you're using a low res ref that doesn't show alot of the details well.

  2. #1002
    Senior Member NotZac's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by kid908 View Post
    You're going to have some smoothing errors with your current edge flow.
    I see a few of them. They're pretty unnoticeable, but surely they can be fixed. Would you (or someone) mind showing me how you would approach some of the sections that are bad/ugly?

    Quote Originally Posted by kid908 View Post
    I'd also add another layer of edge loop on your cylinder cap, but that's more of a personal preference, it makes it more flat with a sharp edge instead of this weirdly light-ish ring around the edge.
    Wow, that actually does make a difference. I'll keep this in mind next time.

    Quote Originally Posted by kid908 View Post
    Also get some high res ref, from looking at your details, you're using a low res ref that doesn't show alot of the details well.
    Lol, the model is an attempt at the DMR from Halo: Reach. It seemed like a simple enough model to really familiarize myself with sub-dividing objects. The references/renders I have are, at max, 1920 x 1080. That seems a bit large for such blatantly absent details, so I believe it's on my behalf why the model is boring.

  3. #1003
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    Here's a DRM i partially did a while back. some of the edges are a bit tight, but I think i got the down.



    dl:http://www.megaupload.com/?d=RC8NRGLG

  4. #1004
    Senior Member NotZac's Avatar
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    Re: Quick-Crit 2010

    I really appreciate that, thanks a lot.

  5. #1005
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    Re: Quick-Crit 2010

    continuing my trend of very furry pictures



    here's another

    Last edited by Sel; August 9th, 2010 at 09:36 AM.

  6. #1006
    am I an oldfag yet? Heathen's Avatar
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    Re: Quick-Crit 2010

    Look like pokemon for white and black.

  7. #1007

    Re: Quick-Crit 2010

    100% from scratch...no c/p like other nubs...real calculations...might not seem like art but there is a lot of work involved (at least in this one)
    I won't post the features (doh) but they have never been in a previous AimBot (you can see them in the video partially though).

    NEED A DISPENSER HERE

    oh and of course not released

  8. #1008
    chilango Con's Avatar
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    Re: Quick-Crit 2010

    I've always wondered if you could use some probability functions to predict movement better when they're strafing. Sometimes you just know they're gonna move back the other way and so you place your shot differently. If you're bored you could look into that.

  9. #1009

    Re: Quick-Crit 2010

    When strafing this AimBot hits unless the player strafes very fast. Since most players have the same strafing interval it should be possible to make an algorithm for that. Though when strafing, this bots hits 90% of the time headshot.

  10. #1010
    Senior Member killer9856's Avatar
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    Re: Quick-Crit 2010





    Im learning on making normals and AO's in MAX, so I did this teeny weeny thingy. I noticed some bad parts, so I am fixing them. Also, should I put dents in the normal map for metal surfaces?

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