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Thread: Quick-Crit 2010

  1. #1301
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    Re: Quick-Crit 2010

    The school really does need more specular on the ground tiles and lockers, dry erase board, wet floor sign, etc, and yeah lighting could be improved and could possibly change how it looks a bit. You say you want it to be dull and boring (and dry) but you should also still have some shine on things so it dosent look to unrealistic.

  2. #1302

    Re: Quick-Crit 2010

    Yeah I looked at my specular again and was comparing it to some other artist's work and it really does not look all that great. Don't want it to look wet, but I also feel now that it looks too dull. Thanks for making that a point

  3. #1303
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010

    I model too slowly :/ Yeah, texture's don't really show much detail as they are low res so making most of it up.





    Yeah, used floaters as they make life a LOT easier and can be cleaned up on the baked textures. Although I still need to attempt to bake something LMAO.

  4. #1304
    Foot Dragger ejburke's Avatar
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    Re: Quick-Crit 2010

    You can (or should be able to) bake in multiple passes. So, you can do one pass for the floaters and another for the rest of your object. Technically, this means floaters don't actually have to float. You can model them at their natural depth -- though it will be harder to work with and visualize a result.

  5. #1305
    Splendid! ExAm's Avatar
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    Re: Quick-Crit 2010

    This thing again


  6. #1306
    Neanderthal Dwood's Avatar
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    Re: Quick-Crit 2010

    The arc that the bullet cases take from the gun are unnatural-looking... I can't think of anything else to crit on, exam.

  7. #1307
    Teh_kid kid908's Avatar
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    Re: Quick-Crit 2010

    I'm pretty sure Hunter haven't modeled this, I might be wrong.

    I haven't touched max in several months now and have 2 weeks off from skool so I found something simple and easy to replicate. Reach sniper rifle. Not done but most of it is. Just need the scope, bipod, mag and small details.


  8. #1308
    HA10 Limited's Avatar
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    Re: Quick-Crit 2010

    How many barrels should I allow on the screen at a time? Currently the chain-reaction code works with 17 barrels, after that they don't carry on. Turns out the code to check barrel to the left wasn't working, so chain-reaction can work on as many barrels as you can fit in the screen But I need a number to limit it to, maybe 10?

    Last edited by Limited; December 28th, 2010 at 09:35 PM.

  9. #1309
    chilango Con's Avatar
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    Re: Quick-Crit 2010

    I don't know how your game works. Do they barrels appear with a detonation timer and you have to run away from them? Do you place them? What's the goal? It should be tied to changeable game difficulty maybe.

  10. #1310
    HA10 Limited's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Con View Post
    I don't know how your game works. Do they barrels appear with a detonation timer and you have to run away from them? Do you place them? What's the goal? It should be tied to changeable game difficulty maybe.
    Oh yeah sorry. Its bomberman, you drop a bomb which has a set timer the bomb then explodes and if there is a barrel nearby it will explode the barrel in a chain-reaction. The barrels will appear randomly in a map, maybe like 5 or 6. When you blow up all pieces, you may be given a 'barrel drop' which basically means, you have 1 barrel in your inventory for you to drop. The final goal will be to eliminate the other players however thats down the road.

    Heres a more updated screenshot, the barrel lights also pulse.



    Bump, damn code isnt working.
    Anyone who knows A* will find this humours Any ideas people?

    (if you don't understand it, dont worry A* is a pain).
    Last edited by Limited; December 30th, 2010 at 03:09 PM.

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