I made them so they can be baked into the diffuse. The spec and normal won't go into CE. Also, I didn't unwrap it, I'm not sure who did.
E: Also, Advancebo, Your Barrel makes me unhappy
I find it ironic that your barrel is also shit. I'm going to take a stab here and say where the seams meet up, its mirrored, isn't it. The "streaks" look terrible, the sticker looks slapped on, theres no real detail, it's just grunged red and erased on a layer above what looks like flat grey. No rust, no decay streaks or peeling paint, where your rings are, the detail makes no sense at all, you have a sort of gaussian amount of wear and tear which also makes no sense. It's quite obvious you slapped on a grunge brush or something to get your details, because it doesn't look how it should. A better job could be done within 20 minutes.
November 2nd, 2008, 06:32 PM
Rentafence
Re: The Studio Quick-Crit Thread
Looks good to me
November 2nd, 2008, 06:45 PM
Chainsy
Re: The Studio Quick-Crit Thread
No crit for me?
November 2nd, 2008, 07:18 PM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by rentafence
Looks good to me
Besides the fact that it looks chalky, undetailed, monotoned, the so called paint looks more like concrete, the streaks look like bad paint strokes rather than streaks, and doesn't actually look like a barrel?
And chains, I don't think you wanna hear my crit. Besides I'd just be repeating myself.
Use mine or bungies as a ref if you have to, i'll send you a dam jpg of my textures, just fucking fix what your doing, because your details aren't covie at all, and they look like a sketch. Stop using your mouse or tablet to do those details, because your drawing skills aren't up to the job. Use the pen and line tools.
Also, do each layer of height on a seperate layer. Deep parts, blacks, bottom layer, whites and absolute highest points, top layer. Anythign else inbetween. The selection tools are probably the most useful things in photoshop tbh.
November 2nd, 2008, 07:42 PM
Chainsy
Re: The Studio Quick-Crit Thread
Ok, thanks, also the reason it looks like a sketch is because the scale for the head on the unwrap requires me to use a 1 pixel brush to make those seams, those seams on the helmet are literally 1 pixel in width on the unwrap.
November 2nd, 2008, 07:54 PM
NuggetWarmer
Re: The Studio Quick-Crit Thread
*achoo*
November 2nd, 2008, 08:54 PM
Advancebo
Re: The Studio Quick-Crit Thread
Mark V Armor FTW
also is the coloring from the UV map or is it the omnis?
November 2nd, 2008, 08:56 PM
NuggetWarmer
Re: The Studio Quick-Crit Thread
Omnis.
November 2nd, 2008, 08:57 PM
Con
Re: The Studio Quick-Crit Thread
Dane, people appreciate the crit but can you refrain from calling it shit? That's unnecessary and untrue. His barrel isn't bad and it's definitely not shit.
November 2nd, 2008, 09:00 PM
Advancebo
Re: The Studio Quick-Crit Thread
Its better than my shiz
November 2nd, 2008, 09:01 PM
FRain
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ironclad
the hand movements when he goes back to grab the grip don't look very natural to be honest. it looks a little too flowy. When he pulls the magazine out, it doesn't really look forceful, and there could be a bit more time between mag out and mag in. I like the animation overall though. Where did you get the rig?
Oh, sorry, didn't see this post. Thanks for the crit, and I just kinda searched around on fpsbanana.com for rigs, and models, and that kind of stuff.
November 2nd, 2008, 09:46 PM
rossmum
Re: The Studio Quick-Crit Thread
Did a little work, still need to get the fucking highlight on the upper heatshield lined up... thing is a pig to do. Will begin on the stock once that's done, I think.
Don't do what the big devs are doing these days. They're all getting excessively lazy and putting no effort in, relying on normals, spec, and God knows what else to make things look good. If you look at some of the diffuses that end up in games these days, they're more or less just flat coloured. It might be easier and some people might actually think it looks better, but it's a bad habit to get into because if you do need to rely on the diffuse alone later on, you're fucked.
just.... no.
November 2nd, 2008, 11:25 PM
Tweek
Re: The Studio Quick-Crit Thread
dude.. the diffuse is SUPPOSED to be nothing but flat colour, that's what the fucking thing IS FOR!
November 2nd, 2008, 11:36 PM
rossmum
Re: The Studio Quick-Crit Thread
It depends on how well the engine handles lighting, and exactly how plain the diffuse is. If the engine has brilliant lighting then yeah, leaving that up to normals, specs, etc. is fine but to call out an example, I refer you to the HL2 Ep 2 sniper and autogun. Both (so far as I can tell) rely heavily on the engine for lighting and detail, and honestly both look too much like plastic. Even though painted lighting doesn't always match the environment, I'd rather have that than matching lighting which looks like shit and kills all the detail. The other thing though is when people literally make it almost a flat colour with no differentiation at all, fancy advanced lighting or not you need some variation on the diffuse.
On another note,
Tweaked according to Snaf's crits over AIM, looks a lot more pre-loved now
November 3rd, 2008, 12:18 AM
Con
Re: The Studio Quick-Crit Thread
Why do you have so many scratches where those segments join and not on the top where they should be? You're also going to add some detail to the part behind the ejection port right? The top would look good as a lighter colour too btw, not to make it look too much like the H3 AR but just to break up the monotony of it right now.
November 3rd, 2008, 02:08 AM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Because bungies original AR uvws are fucked, thats why. The top is stretched like a 12 year old at a gang rape.
November 3rd, 2008, 03:39 AM
rossmum
Re: The Studio Quick-Crit Thread
:lmao:
But yeah, pretty much what Dane said. I'll probably add some detail to the arse end later on before I start on the stock and grips, been at it all morning and then playing Halo all evening. I need a bit of a rest.
November 3rd, 2008, 07:40 AM
FRain
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by DaneO'Roo
Because bungies original AR uvws are fucked, thats why. The top is stretched like a 12 year old at a gang rape.
ROFL, Sig'd.
November 3rd, 2008, 10:08 AM
Con
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by DaneO'Roo
Because bungies original AR uvws are fucked, thats why. The top is stretched like a 12 year old at a gang rape.
It's not stopping him from doing the back two segments.
November 3rd, 2008, 04:56 PM
rossmum
Re: The Studio Quick-Crit Thread
no, but consistency is
e/ if you mean the heatshield. the rear receiver will get scratched up too, don't worry
I like the bottom base alot. The back of it looks kinda like a coffee travel mug with a weird lid :P
November 3rd, 2008, 10:02 PM
rossmum
Re: The Studio Quick-Crit Thread
I'll probably draw up some more later. One of the things which always draws me back to Halo is the stunning beauty of the Forerunner environments, and while I've been meaning to make a map for some time I kept giving up because I didn't have any real objective. I still haven't got a set-in-stone ground plan, but I definitely know what I'm aiming for now, and I want to get this done.
I was having trouble capturing the 'feel' of Forerunner architecture, but then I threw the Halo 3 OST on and it all became clear :-3
I made this design a while back, so it's not anything great.
And I stole the background color scheme. You know who you are.
November 4th, 2008, 10:48 PM
Sever
Re: The Studio Quick-Crit Thread
Looks cool. I don't know a damn thing about the in-game quality of it, but I find it visually pleasing. A few of the tight parallel edges could be spaced a bit more, though.
November 4th, 2008, 11:12 PM
BobtheGreatII
Re: The Studio Quick-Crit Thread
In before Dane's crit...
I like it though... looks good.
November 4th, 2008, 11:15 PM
Heathen
Re: The Studio Quick-Crit Thread
looks neat.
November 5th, 2008, 01:46 AM
ExAm
Re: The Studio Quick-Crit Thread
Passable for a low budget old-engine game.
November 5th, 2008, 02:45 AM
legionaire45
Re: The Studio Quick-Crit Thread
Back at it again. Completely new model.
I'm using another person's model as reference for the thumbstock part of it since my old one had loads of smoothing errors. This one is finally nice and clean and pretty. I actually intend to finish this one (Ross, please don't murder me D:).
Looks way better than the screencapped one. Just work on variation and make it look realistic :D
November 5th, 2008, 05:58 AM
rossmum
Re: The Studio Quick-Crit Thread
The only time you use that much sponge is when you're making galvanised surfaces. Lose the contrast on that layer and work in some (credible) grunge and damage. Don't use blobs of solid white, make full use of blending options, layering, and brushes as well as selection and brightness/contrast. Damage should be grey or silver, never pure white. And for Christ's sake, do something about the lighting. Unless this is meant to be next gen and you're going to add normals and such in later, it needs shadows and highlights.
November 5th, 2008, 06:53 AM
DaneO'Roo
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Invader Veex
Experimenting with bump, specular, and illumination maps. I have never used any of them before.
I made this design a while back, so it's not anything great.
And I stole the background color scheme. You know who you are.
I know who I am :P
Also, the basic pattern flow is decent, but if it's intended to be forerunner, it's not really getting there at all. The bump and soft spec is pretty nice though.
Add more interest on the shapes and also just as importantly, in between the cracks,
November 5th, 2008, 07:42 AM
Chainsy
Re: The Studio Quick-Crit Thread
Well I decided to expand on the assault type and flight type helmets to create a chemical assault elite, design is still in progress, thought I might post here on how to improve it. Basically has an arm mounted cannon that spews out charged plasma, using the crystals that load a fuel rod gun, it just grinds them up into a powder and spins it at high speeds, and the friction between the pieces gives it a charge. It then spews out the fine powder/ gas which reacts with the air and explodes outward, blowing the deadly gas as far as 120 feet and the burning plasma 250 feet. Generally used to clear out encampments, they wear air tight, non corrosive suits special designed to fight in the deadly gas, with infrared sights to see through the smoke. Any crit would be nice. http://i305.photobucket.com/albums/n...prototype1.png
November 5th, 2008, 08:17 AM
rossmum
Re: The Studio Quick-Crit Thread
Dane, that is fucking incredible ._.
November 5th, 2008, 09:38 AM
FRain
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by DaneO'Roo
I know who I am :P
Also, the basic pattern flow is decent, but if it's intended to be forerunner, it's not really getting there at all. The bump and soft spec is pretty nice though.
Add more interest on the shapes and also just as importantly, in between the cracks,
Holy shit, I just soiled myself. Is that supposed to be a side effect of looking at your skins?
November 5th, 2008, 09:49 AM
Hunter
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by rossmum
Dane, that is fucking incredible ._.
.
November 5th, 2008, 11:21 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Hunter
.
.
Dane, that inspires me to return to work on some of my old forerunner projects. Arg, if only I had the time!
November 5th, 2008, 11:46 AM
legionaire45
Re: The Studio Quick-Crit Thread
Dane, that sucks cock and furthermore you should stop using photoshop.
Get that ingame and show it off D:
November 5th, 2008, 04:46 PM
Invader Veex
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by DaneO'Roo
I know who I am :P
Also, the basic pattern flow is decent, but if it's intended to be forerunner, it's not really getting there at all. The bump and soft spec is pretty nice though.
Add more interest on the shapes and also just as importantly, in between the cracks,
Thanks, man. I'll remember that. I would rep you, but I can't. D:
November 5th, 2008, 06:08 PM
Sel
Re: The Studio Quick-Crit Thread
Geez dane.
Beautiful.
November 5th, 2008, 06:52 PM
Snowy
Re: The Studio Quick-Crit Thread
I'm thinkin hax.
November 5th, 2008, 08:25 PM
killer9856
Re: The Studio Quick-Crit Thread
Damn, Dane that is amazing...
November 5th, 2008, 08:31 PM
Disaster
Re: The Studio Quick-Crit Thread
Dane, apply to a professional studio. That's all I have to say.
November 5th, 2008, 08:40 PM
kenney001
Re: The Studio Quick-Crit Thread
dane next time you work on a texture like this, record it please. I wanna watch how you did this....
damn
November 5th, 2008, 08:41 PM
Disaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by kenney001
dane next time you work on a texture like this, record it please. I wanna watch how you did this....
damn
Seriously . Hot damn. I need a new fucking pair of pants now dane. You owe me one for my pants. :eyesroll:
November 5th, 2008, 09:04 PM
MetKiller Joe
Re: The Studio Quick-Crit Thread
Dane, or anybody that can answer this, how does one do symmetry in Photoshop? Because it seems that forerunner textures are heavily dependent on it.
November 5th, 2008, 09:42 PM
Sel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by MetKiller Joe
Dane, or anybody that can answer this, how does one do symmetry in Photoshop? Because it seems that forerunner textures are heavily dependent on it.
I wouldn't mind knowing this too.
It's like, the main reason I haven't touched photoshop for more than 20 minutes :|
November 5th, 2008, 09:43 PM
rossmum
Re: The Studio Quick-Crit Thread
copy - paste - flip
?
November 5th, 2008, 09:56 PM
Invader Veex
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by rossmum
copy - paste - flip
?
^
I make a corner of it, canvas size by 200% and copy, paste, flip
November 5th, 2008, 10:30 PM
ICEE
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Invader Veex
Experimenting with bump, specular, and illumination maps. I have never used any of them before.
I made this design a while back, so it's not anything great.
And I stole the background color scheme. You know who you are.
Wow veex I really like that. I wouldn't mind seeing more than just a gradient in the background though. Something to sort of define what it is. The design of it almost looks like it could be the overview of a passable BSP
November 6th, 2008, 07:07 AM
Invader Veex
Re: The Studio Quick-Crit Thread
Just threw this together quick, so the corners aren't completely lined up. I'll eventually change it too a different color so it don't look like a rip-off of Dane's. Just sipmple lighting effects in photoshop.
Ignore the cliffs directly to the left of the cyborg in the second picture.
November 6th, 2008, 09:56 PM
Heathen
Re: The Studio Quick-Crit Thread
Meh. Looks good to me.
November 6th, 2008, 10:17 PM
rossmum
Re: The Studio Quick-Crit Thread
Cliffs look pretty good, though the paths are a little too perfect. Mix them up a little.
Looks like it'd make a good desert plateau sort of area, kind of like the leadup to the Cartographer on the Ark.
November 7th, 2008, 12:20 AM
Reaper Man
Re: The Studio Quick-Crit Thread
/agree with ross, also the edges of the paths are very sudden, just a simple chamfer could make it look better.
November 7th, 2008, 06:50 AM
JunkfoodMan
Re: The Studio Quick-Crit Thread
It looks too...artificial. The cliffs are good, yes, but everything else needs some work. Like Ross said, try to mix things up a bit.
November 7th, 2008, 07:45 AM
Sel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Reaper Man
/agree with ross, also the edges of the paths are very sudden, just a simple chamfer could make it look better.
Mass said the same thing, but I'm really trying to avoid that and instead cut the polygons on the cliff and make the intersection with the snow on top less hard edged and a little more smooth. The chamfering really fucked up my edgeworking and triangulation :(
Quote:
Originally Posted by rossmum
Cliffs look pretty good, though the paths are a little too perfect. Mix them up a little.
Looks like it'd make a good desert plateau sort of area, kind of like the leadup to the Cartographer on the Ark.
I see what you mean by too perfect and Ill try to fuck around with that a bit to see how much I can change it. Now that you mention it I also see the resemblance to that level, but I'm really aiming towards a winter themed map. Really lets me do a whole lot more with particle systems, gameplay (using ice) and adding some funky reflections to the ice.
November 7th, 2008, 09:58 AM
rossmum
Re: The Studio Quick-Crit Thread
Sandstorms and glassed patches are cool.
And original.
November 7th, 2008, 11:25 AM
Sever
Re: The Studio Quick-Crit Thread
I need to know if my terrain modeling sucks ass or is on the right track. I'm using Gmax, so don't bitch at me about rendering. Tell/show me what needs improving and what is working.
I like the first one. Second one is a little repetitive and annoying though. Please tell me you haven't come up with a rap for this.
November 7th, 2008, 05:04 PM
BobtheGreatII
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Sever
I need to know if my terrain modeling sucks ass or is on the right track. I'm using Gmax, so don't bitch at me about rendering. Tell/show me what needs improving and what is working.
I like it... I think having it not smoothed gives off a bad look... So I would look in to that... but I personally think it looks pretty good.
November 7th, 2008, 05:41 PM
LinkandKvel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by NuggetWarmer
I like the first one. Second one is a little repetitive and annoying though. Please tell me you haven't come up with a rap for this.
No.......at least...not yet :downs:
November 7th, 2008, 06:21 PM
il Duce Primo
Re: The Studio Quick-Crit Thread
@Sever It doesn't look bad but fix triangulation or you could do that at the end and remember you can't walk up a 45 degree angle. Keep it up!
November 7th, 2008, 07:31 PM
Sever
Re: The Studio Quick-Crit Thread
Yeah, I noticed that a few parts are stretched oddly. I'll go back and fix that before I start on the third section. I already completed the second section and it looks much better than this one, to me at least. If I get this map completed, you guys are going to be confused and hopefully amazed with how I've restructured one of the all-around best H3 maps.
November 7th, 2008, 07:48 PM
Gwunty
Re: The Studio Quick-Crit Thread
Elaborate. :maddowns:
November 7th, 2008, 08:17 PM
Sever
Re: The Studio Quick-Crit Thread
Nope. You'll just have to wait for more info on it.
November 7th, 2008, 09:12 PM
Reaper Man
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by selentic
Mass said the same thing, but I'm really trying to avoid that and instead cut the polygons on the cliff and make the intersection with the snow on top less hard edged and a little more smooth. The chamfering really fucked up my edgeworking and triangulation :(
I know that sorta stuff happens, I didn't literally mean use the chamfer tool, I meant create a chamfer.. because that's what it's called.
November 7th, 2008, 09:29 PM
Sel
Re: The Studio Quick-Crit Thread
Oh hahahah my bad.
November 8th, 2008, 03:06 AM
Rob Oplawar
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Sever
I need to know if my terrain modeling sucks ass or is on the right track. I'm using Gmax, so don't bitch at me about rendering. Tell/show me what needs improving and what is working.
[img]s
Looking good. Much better than what you showed me on aim the other day, although like has been said, some of the triangulation needs fixing. That and a couple of areas that have some funny stuff that needs to be fixed.
Your music always reminds me of marathon. I like it.
E: Do a cool remix of this song and I will love you forever
November 9th, 2008, 01:23 PM
Heathen
Re: The Studio Quick-Crit Thread
Rather the second one.
November 9th, 2008, 06:00 PM
Disaster
Re: The Studio Quick-Crit Thread
Nuggets Thompson model with my skin. Still a major WIP though. Need to fix up the metal, add a few more things, touch up the wood, paint better normal maps and spec maps.
November 9th, 2008, 06:07 PM
Heathen
Re: The Studio Quick-Crit Thread
Theirs alot I dont like about it.
Texture-wise and model-wise.
November 9th, 2008, 06:33 PM
Disaster
Re: The Studio Quick-Crit Thread
Like I said. Its nowhere near done yet.
Model is near perfect to a real Thompson. A few minor inaccuracies.
E: I'd really like to know what to add and what to fix.
November 9th, 2008, 07:11 PM
LinkandKvel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by disaster
Nuggets Thompson model with my skin. Still a major WIP though. Need to fix up the metal, add a few more things, touch up the wood, paint better normal maps and spec maps.
Textures look alot better than I could do. Wood looks fake but the metal looks on-point.