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Re: The Studio Quick-Crit Thread
@ Hunter : Much of that is, to be honest, horrible. Some parts just look lie distorted primitives, when there should be a lot more shape to them. There's a lot of places where difference in detail is jarring (ex : front handle). I'd reccomend starting over with better ref, I don't think that it's worth salvaging.
Also, you don't need to cut>chamfer>extrude (or whatever you seem to be doing) all the time to get "details". In some place it just looks really bad. (Again, see handle. Also stock.) And if you *do* do that, at least try to make the smoothing clean.
@ Fear : Not bad, but not great. A lot of it looks too boxy.
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Re: The Studio Quick-Crit Thread
Some fail.

Diffuse
Specular

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Re: The Studio Quick-Crit Thread
Does unreal do specular differently because that doesn't look like a specular map at all. Plus I don't see any specular in the engine render.
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Re: The Studio Quick-Crit Thread
Its me. Im a nub at unreal materials.
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Re: The Studio Quick-Crit Thread
I see some specular. Great stuff, but to do the engine justice one would ideal put Zbrush sculpted meshes everywhere to make it look less boxy and more worn and realistic (as well as better textures).
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Re: The Studio Quick-Crit Thread
Never thought of using zbrush for interiors. It always messed up the other side of the wall. Unless I use mudbox though. Ill try that next time.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SnaFuBAR
Reload animations.
You could always just hide it with the animation.
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Re: The Studio Quick-Crit Thread
Hunter. Do I spy errors in those grooves?
Also, Dee. Super tiled stuff is uggo.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Pooky
You could always just hide it with the animation.
I believe it is very bad to restrict the animator to motions that hide bad parts of the model.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
BobtheGreatII
Shotgun I made a few weeks ago in a couple of hours. Far from being done, but that's what we have the crit thread for. Things I'm looking for: An idea for details on the side, I don't like the stretched cylinders and a different mechanism for the revolver part to come out...
Anyway, it has batteries instead of shells, 4 revolving batteries; 2 shots each.
Old Model
Still working on it. I'm curious if I should extend the rail on the top to the end of the gun... thoughts?
http://img61.imageshack.us/img61/5628/newrenderit0.png
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Re: The Studio Quick-Crit Thread
I'd say extend the rail the length of the top of the gun. It looks kind of out of place right now.
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Re: The Studio Quick-Crit Thread
Damn, how the hell do I manage to always get the last post... I'll edit this one with a new render of the rail extended.
http://img73.imageshack.us/img73/888/newrenderlq4.png
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
LinkandKvel
^Listen
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
BobtheGreatII
Pretty cool, but what's the revolver cylinder about? It looks like you've already got an under-barrel tube magazine going there.
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Re: The Studio Quick-Crit Thread
yeah, none of the mechanics of it seem to match up.
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Re: The Studio Quick-Crit Thread
No, dont extend it.
E: nvm. It looks good actually.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
teh lag
@ Hunter : Much of that is, to be honest, horrible. Some parts just look lie distorted primitives, when there should be a lot more shape to them. There's a lot of places where difference in detail is jarring (ex : front handle). I'd reccomend starting over with better ref, I don't think that it's worth salvaging.
Also, you don't need to cut>chamfer>extrude (or whatever you seem to be doing) all the time to get "details". In some place it just looks really bad. (Again, see handle. Also stock.) And if you *do* do that, at least try to make the smoothing clean.
@ Fear : Not bad, but not great. A lot of it looks too boxy.
I think I will completly remake it all apart from the butt. I never did think it looked right, nor did I like it lol. Thats why I never showed it. :)
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Re: The Studio Quick-Crit Thread
What do you guys think I can improve on this Lego snowspeeder?
Though, Ive made some fatal mistakes on this model because I collapsed the mirror modifier on the cockpit area which cause the studs to be stuck together. I'll get the textures done when Ive find some decent ones and work on the back side of it when I have more time.
http://i279.photobucket.com/albums/k...nowspeeder.jpg
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Re: The Studio Quick-Crit Thread
One of the pieces on the top looks like the cylinder parts are stretched.
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Re: The Studio Quick-Crit Thread
*Points down to sig*
To start with, it had was light out, and there was no snow. I tried to use particular to create a semi-halo like snow particle.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
KiDD
*Points down to sig*
To start with, it had was light out, and there was no snow. I tried to use particular to create a semi-halo like snow particle.
I didn't understand ANY of that.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Heathen
I didn't understand ANY of that.
I just meant my signature. What do you think of the sig. When I filmed the clip the level was in the day, and it had no snow. So I made it dark and added snow. Nvm, not worth it.
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Re: The Studio Quick-Crit Thread
All I see is a pixelated mess of slow motion spartan breathing.
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Re: The Studio Quick-Crit Thread
Yea. The .gif artifact ruins it. Kidd Ill teach you how to make animated .pngs so you can keep its quality. But browsers that dont support APNG images will only see the first frame.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DEEhunter
Yea. The .gif artifact ruins it. Kidd Ill teach you how to make animated .pngs so you can keep its quality. But browsers that dont support APNG images will only see the first frame.
An APNG of that size will severely break the signature filesize rules :/
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Re: The Studio Quick-Crit Thread
lol, sig removed. I guess we know what someone thinks of it xD
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Re: The Studio Quick-Crit Thread
So I have been doing pretty much nothing lately and decided to get back in the swing of things. I took my friend donut's SMG model (previously shown here in past anims) and edited a bit to have the double magazine feature in halo 3 recon, and animated a reload. This animation is just for practice and will never be used in anything.
This is just my take on how I would reload a dual magged weapon of such retarded design.
http://i188.photobucket.com/albums/z...eload-anim.gif
Model: donut
Texras: Veex
Its pretty lores because its a long anim and it took forever to render.
NOTE: may play slow on your crappy browser.
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Re: The Studio Quick-Crit Thread
uhhh, i really really doubt it would feed from both sides. the one on the right would be a spare mag. i think the animation itself flows well but it's completely ridiculous.
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Re: The Studio Quick-Crit Thread
I agree with you about the design. when I saw it I facepalmed. But a few other guys on my xfire were attempting to animate it so I thought I'd give it a shot.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ExAm
Pretty cool, but what's the revolver cylinder about? It looks like you've already got an under-barrel tube magazine going there.
Quote:
Originally Posted by
SnaFuBAR
yeah, none of the mechanics of it seem to match up.
As explained in my first post that everyone over looked, they're not shells, they're batteries. 2 shots each. I've been thinking about removing the second barrel, but I don't know what I would put in it's place.
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Re: The Studio Quick-Crit Thread
I didn't overlook that at all. you didn't seem to explain that the cylinder doesn't revolve, nor is it not a pump action. all i see is that there is a cylinder that probably revolves that the batteries go in, and a pump with action bars coming from it. Please explain it so that it makes sense, rather than something randomly thrown together with a fantasy power system to make it ok.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SnaFuBAR
I didn't overlook that at all. you didn't seem to explain that the cylinder doesn't revolve, nor is it not a pump action. all i see is that there is a cylinder that probably revolves that the batteries go in, and a pump with action bars coming from it. Please explain it so that it makes sense, rather than something randomly thrown together with a fantasy power system to make it ok.
Fair enough.
It works like any other revolver would. It cases 4 separate batteries. These batteries can fire 2 shots each before losing their charge. In order to move to the next charge, you must pump the gun to turn the revolving piece. This is to keep the gun from firing a single shot and revolving on its own, in retrospect that probably wouldn't have been such a bad idea, but oh well, I still like how it looks.
As for reloading, the revolving piece slides out to the side with a flick of the switch sitting next to it. Spare batteries are placed on the right side of the gun for show and for storage.
So no, it doesn't all make sense, but I like how it turned out... for the most part.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
GeometricGeek
Nice smg ICEE. :awesome:
lol shussh you, you know only the anims are mine :P
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Re: The Studio Quick-Crit Thread
Yeah...because that model is shit
:D <3
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Heathen
Yeah...because that model is shit
:D <3
-.- you are bad and you should feel bad for being bad.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
BobtheGreatII
Fair enough.
It works like any other revolver would. It cases 4 separate batteries. These batteries can fire 2 shots each before losing their charge. In order to move to the next charge, you must pump the gun to turn the revolving piece. This is to keep the gun from firing a single shot and revolving on its own, in retrospect that probably wouldn't have been such a bad idea, but oh well, I still like how it looks.
As for reloading, the revolving piece slides out to the side with a flick of the switch sitting next to it. Spare batteries are placed on the right side of the gun for show and for storage.
So no, it doesn't all make sense, but I like how it turned out... for the most part.
I think it makes much more sense to say that the pump places a battery into the corresponding space in the bottom of the cylinder, and that when the slide is pushed back forward it causes the cylinder to rotate. You have to add an exit portal for spent batteries behind the cylinder on the bottom of the gun for this to make sense, however. The new charge would push the old one out and it would fall out the bottom of the gun. This way you avoid the cylinder flipping out, which everyone has pointed out makes no sense on a pump-action weapon.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ironclad
-.- you are bad and you should feel bad for being bad.
Yeah. Your a bad person Heathen. You should feel ashamed. We forgive you tho <3
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SnaFuBAR
uhhh, i really really doubt it would feed from both sides. the one on the right would be a spare mag. i think the animation itself flows well but it's completely ridiculous.
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.
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Re: The Studio Quick-Crit Thread
Thread needs more pictures, now.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ExAm
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.
I thought about that, but the model was already done before I added the second mag. I also just wanted to do it this way for a challenge.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SilentWindPL
Thread needs more pictures, now.
qft
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Re: The Studio Quick-Crit Thread
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ExAm
Maybe it works like a C-mag? I dunno. At least if it were to look like that, both magazines should be joined by some kind of handle, so that they can be easily removed and inserted.
C-mags feed from two into one, like a traditional dual stack mag. It simply would not work considering you'd have feed lips on each mag. Unless you have some excessively retarded over complicated feed and refeed mechanism for the magwell, which would ALSO have to have a feed lip, no, it just wouldn't work.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ironclad
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.
Perhaps he should pull the bolt back to a secured position, and when that happens, both mags pop off at the same time (instead of tipping it to either side, that looks stupid), insert 2 mags, release the bolt handle and the weapon cocks.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ironclad
I think this thread needs more criticism. particularly on my animation. thats why I posted it here.
Quote:
Originally Posted by
LinkandKvel
Quote:
Originally Posted by
LinkandKvel
^Listen
I know what you mean.
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Re: The Studio Quick-Crit Thread
Its hard to critique music link. I like yours though. I might need a good wordless song for a vid soon, so I was thinking of asking permission to use one of yours. I forgot what its name is though..
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Re: The Studio Quick-Crit Thread
glitch, it reposted my old post, even though i hit "edit".
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
ironclad
Its hard to critique music link. I like yours though. I might need a good wordless song for a vid soon, so I was thinking of asking permission to use one of yours. I forgot what its name is though..
http://www.modacity.net/forums/searc...earchid=459424
Do you remember which post?
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Re: The Studio Quick-Crit Thread
I've been working for school the past few days, making an assignment: build a website of your sports club.
http://www.beeles-place.be/kempo/
Everything works except the video page. firefox seems to have problems with my form validation in js, and the flash buttons look blurry (but they aren't blurry in flash itself or IE)
And the site is in dutch except for "historiek" which is in English.
Tell me what you guys think about it :)
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
LinkandKvel
Nope. I'll go through your stuff again though until I find it.
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Re: The Studio Quick-Crit Thread
.
I'm at a loss as to how I should go about UV'ing the stock.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread

I'm going to give animating this thing a shot - I'd like come crit on the UV'ing while I have the chance. So please please be an asshole (in a good way).
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Re: The Studio Quick-Crit Thread
I'm not an expert at UVW's either, but I think the different parts should stay in proportion to each other on the UVW maps as on the model. You have part of the stock massive while the rest of it is small by comparison.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
rentafence
I'm not an expert at UVW's either, but I think the different parts should stay in proportion to each other on the UVW maps as on the model. You have part of the stock massive while the rest of it is small by comparison.
That is what I do but people always tell me to use more space. Seeing that this is a gun. Areas that are closer to the camera will need more detail.
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Re: The Studio Quick-Crit Thread
That unwrap looks awesome.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
beele
I've been working for school the past few days, making an assignment: build a website of your sports club.
http://www.beeles-place.be/kempo/
Everything works except the video page. firefox seems to have problems with my form validation in js, and the flash buttons look blurry (but they aren't blurry in flash itself or IE)
And the site is in dutch except for "historiek" which is in English.
Tell me what you guys think about it :)
Why did you use flash for the buttons? You can do the rollover with CSS.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MMFSdjw
Why did you use flash for the buttons? You can do the rollover with CSS.
Because I like flash :)
No it's just for the assignment, using a bit of all tech out there ;)
Blurry buttons have been fixed.
I'm now making the pages les wide, but those aren't online yet
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DEEhunter
That is what I do but people always tell me to use more space. Seeing that this is a gun. Areas that are closer to the camera will need more detail.
Your unwrap for the spiker made Veex cry.
Seriously, why are things rotated sideways and two of each? I don't think veex minds two of each, but why is it rotated all retarded?
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
FlamingRain
Your unwrap for the spiker made Veex cry.
Seriously, why are things rotated sideways and two of each? I don't think veex minds two of each, but why is it rotated all retarded?
It was autopacked. You said you were going to arange the UV elements. And that I only had to unwrap the parts.
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Re: The Studio Quick-Crit Thread
I recently found a great way to make skies now. And to even convert the images to cube map and the other way around.
This is 100% Custom made.

Cubemap.

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Re: The Studio Quick-Crit Thread
That looks amazing, could you put that sky ingame with some reflective metal with the cubemap so we can see how it looks?
Would +rep but got to spread around.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
The blue seems way to dark. Nice though, what is it rendered in?
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Re: The Studio Quick-Crit Thread
The dark blue areas are near the top of the sphere as the atmosphere gets thinner. It was rendered in vue.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Thats really cool. Those sky's are amazing
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Re: The Studio Quick-Crit Thread
Oh shit, for a moment that looked like a render in max. Make more
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Re: The Studio Quick-Crit Thread
Hm, it just occurred to me, there's no reason a sky has to be just one bitmap (aside from seams). And I hate pixellated skies. I should do the skies in BCE as a cube of 6 2048x2048s.
Can you pm me where you learned to do that, so I might follow in your footsteps and make awesome skies for BCE?
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Re: The Studio Quick-Crit Thread
Those were not low res actually. The render was low res but the sky bitmap was 2048x2048. The next one that I make will be less blurred and have more amounts of epic.
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Re: The Studio Quick-Crit Thread
I was about to say....
BlUURRY
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Re: The Studio Quick-Crit Thread
But that's what I mean, instead of wrapping one bitmap around a sphere, with the implied wasted pixels at the center, you could apply 6 bitmaps to a cube, with some pixel wastage at the corners but still less than before, and since you're not using just one image the cumulative resolution could be much higher.
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Re: The Studio Quick-Crit Thread
The sphere is a white 32x32 bitmap. And a 32x32 multipurpose map. The only thing you can see on the sphere is the cubemap. The highest resolution that halo can support is 2048.
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Re: The Studio Quick-Crit Thread
I meant the skybox >_>
The bitmap you showed for the sky is obviously designed to be cylindrically mapped around a sperical skybox. I say, use a cube skybox.
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Re: The Studio Quick-Crit Thread
Halo can support things over 2038, but it won't render right on ATI cards IIRC.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Masterz1337
Halo can support things over 2038, but it won't render right on ATI cards IIRC.
Really? Tool always gives me errors when I make bitmaps over 2048. I thought there was a reason that ather had a 2048 bitmap size limit also.
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Re: The Studio Quick-Crit Thread
You could get one very large image and break it up into multiple parts that line up, then UV map it to the skybox.
Edit:
Did a little Shoopin' today on a picture of myself, haven't really used it in a while so I was just brushing up:

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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
So you remaking Wartorn Cove or what? it looks really good though, and If I had a gaming computer I'd love to play it. D:
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Re: The Studio Quick-Crit Thread
I think he's going for a canyon map in a shape/play feel of death island? Not sure though.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
TeeKup
So you remaking Wartorn Cove or what? it looks really good though, and If I had a gaming computer I'd love to play it. D:
I took the danger canyon layout and complexified it. Still gotta make the whole other side and a few buildings.
Thing is I haven't been able to make a good complete forerunner building since may D:
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Re: The Studio Quick-Crit Thread
And you have been trying to get me to help you, but I gave up because it's hard, thought I'm sure if I kept at it I'd make something good for you, so I'll continue. Lawl at this post.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
You're wasting a ridiculous amount of space.
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Re: The Studio Quick-Crit Thread
I'm keeping the faces normalized.
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Re: The Studio Quick-Crit Thread
the head plate and other key parts of armour are real small so they'll miss out big time on detail
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Re: The Studio Quick-Crit Thread
-_- Normalized or not, you can still take up every bit of that space for that much more detail.. Im with Snaf on this.
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Re: The Studio Quick-Crit Thread
How can you call yourself a "professional unwrapper?" seriously...
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
selentic
I took the danger canyon layout and complexified it. Still gotta make the whole other side and a few buildings.
Thing is I haven't been able to make a good complete forerunner building since may D:
Nice, go ask Mass for help.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
You're still wasting so much space it isn't funny. TONS of stuff can be sclaed up more.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DEEhunter
Is that a pillar?
Whether it is or is not is not relevant. It is the concept which it illustrates that is important.
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Re: The Studio Quick-Crit Thread
I finished sculpting nugget's elite.
Here is the actual geometry.
http://img253.imageshack.us/img253/2...7673481wc2.jpg
Just the normal map applied to the elite.
http://img253.imageshack.us/img253/7...7685632pr0.jpg
Normal map applied with the green channel flipped.
http://img264.imageshack.us/img264/8...7695579or7.jpg
Which looks better. Flipped green channel or no flip green channel? Pay attention to the veins.
Edit:
Skinned it.
http://img339.imageshack.us/img339/5...3325924at1.jpg
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Re: The Studio Quick-Crit Thread
Urgh, your uv maps are terrible, almost half the space is wasted.
Your normals don't do anything. There are no muscle groups, no interesting shapes, just fine detail, fine detail which would most likely become completely null due to compression in any modern engine.
Diffuse is not a diffuse at all, rather an overlay for a PROPER texture.
Look at the original elites, and other references like Aliens and Predator.
If I were you, I'd be starting back again at the unwraps, because that is wasted space and wasted time as far as I'm concerned.