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Re: The Studio Quick-Crit Thread
The top part of that can just... bothers me horribly.
the ends of it would be dented in somewhat, it wouldn't be just a perfect edge if you have that abuse on the can itself.
http://www.llamajuice.com/h2v/SmokeGrenadeTop.jpg
But that's just me being picky.
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Re: The Studio Quick-Crit Thread
Needs more contrast and sharper light metals. It's hard to see any kind of detail on the exposed metal because it's all white; make it a bit darker. Make the bottom a bit darker than the top, maybe throwing some earthy tones at the bottom and blue (sky) tones at the top will help.
I don't really texture, but that might help make it look a bit less boring.
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Re: The Studio Quick-Crit Thread
It's a goddamn grenade. I could understand if it were a gun, but its a bloody grenade. Are you guys expecting it to look like its been chucked at a wall over and over and never actually used?
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Re: The Studio Quick-Crit Thread
well considering that he made the top of it look like that, why not?
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Re: The Studio Quick-Crit Thread
Cruise Missile
Pretty basic and bland but didnt want to start with any thing too complicated as I'm still a noob :)
The elevated plane at the head of the missile is suppose to be paneling but I havent finished/gave up on it.
Also the extended bits around the wings (like the RL has) isnt on the real thing but I added it to spice it up a bit.

As for texture, I started it and god was it awful, so texturing if/will be done in future.
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Re: The Studio Quick-Crit Thread
It looks like a Grain Silo made into an improvised cruise missile. It's obvious you're trying to make a Tomahawk, so here are some reference pictures. :awesome:
http://www.aerospaceweb.org/question...s/tomahawk.jpg
http://www.tonyrogers.com/images/wea...k_01_large.jpg
http://911review.com/errors/pentagon/imgs/thawk.jpg
You seem to have given the warhead a cone look, you need to change that.
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Re: The Studio Quick-Crit Thread
Yeah the top picture was my main reference and your right about the cone :)
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Re: The Studio Quick-Crit Thread
Working on some forerunner generator arrays.
So far i have this.
Any advice on what to add/remove be greatly appreciated.
http://img145.imageshack.us/img145/5927/upcloseik2.jpghttp://img218.imageshack.us/img218/8026/render1xk4.jpg
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Re: The Studio Quick-Crit Thread
Is that how its going to go into the ground, or have you just put a plane there to render it?
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Limited
Is that how its going to go into the ground, or have you just put a plane there to render it?
i am planning on having it fit into the ground like that.
I'm tempted to make a new lift platform using those as the generators you see on the lift you go down to get the index on.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
That looks really great.
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Re: The Studio Quick-Crit Thread
Yeah, check up some of those angles though, they look a bit off. Especially that one extrude inward in the first picture. It looks funny. Other than that, a nice piece of forerunner it has become.
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Re: The Studio Quick-Crit Thread
Jesus, the horrific memories that brings back.... fucking library.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
Your angles are all wrong, you have to make sure they are 45's and 60's otherwise it will look funky (like it does now.)
The basic shape is ok, but there should be more than just chamfers, insets, and extrusions.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Mass
Your angles are all wrong, you have to make sure they are 45's and 60's otherwise it will look funky (like it does now.)
Uh, no. Where is it written in stone that forerunner geometry has to have 45 and 60 degree angles? It looks fine as is.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
rentafence
Uh, no. Where is it written in stone that forerunner geometry has to have 45 and 60 degree angles? It looks fine as is.
It's not "written" but if you observe the design language of forerunner architecture, you will see that yes, it employs 60, 45, 30 and 15 degree angles.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SnaFuBAR
It's not "written" but if you observe the design language of forerunner architecture, you will see that yes, it employs 60, 45, 30 and 15 degree angles.
Hm..and here I thought snaf would agree with me on this one.
I think this is hella fine forerunner. Srsly.
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Re: The Studio Quick-Crit Thread
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SilentWindPL
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..
I saw it, but thought my screen was dirty lol.
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Re: The Studio Quick-Crit Thread
Its already been called to attention.
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Re: The Studio Quick-Crit Thread
I've seen the error myself and thought about re-rendering, i think il just remake that face and see how it looks after.
Snafubar, would you by anychance know of a way to edit the mesh so all the angles are correct?
Mass, i didn't make any insets at all, their nearly all cuts that have been extruded and the sharp edges chamfered.
most of it was plane modeled and then extruded to fit.
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Re: The Studio Quick-Crit Thread
I usually use simple geometry to check my angles, usually with cylinder divisions. I don't know if that makes sense, it's 4am.
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Re: The Studio Quick-Crit Thread
You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.
It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SilentWindPL
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..
No
Quote:
Originally Posted by
Advancebo
I see error :V
:V
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Mass
You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.
It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.
I've never actualy used snap-angles so il have to look into that thanks.
I know i have been showing various different works lately but i do hope to add them all up and put them into a single structure besides the forerunner generator [which im more than likely to use to remake the library lift].
Thanks for the comments anyways il see what i can do to further correct issues.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
I think if you emphasized the push of the clamp being taken off it would be better. Like, maybe you could show a half second of strain before it pops off, so that it doesn't just seem like its sitting on top of the rocket when he pushes it off.
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Re: The Studio Quick-Crit Thread
the fingers perforate into the mesh
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Re: The Studio Quick-Crit Thread
Translation: They clip :\
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Re: The Studio Quick-Crit Thread
There's no real way around that. It's not really that noticeable in game. What is noticeable, however, is if I don't have it even touching the tubes because otherwise it'd clip.
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Re: The Studio Quick-Crit Thread
I'd have the MC throw down the RL at the angle at the start, instead of slowly lowering it.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
flyinrooster
don't make the hand follow the curve, and get the hand under the body of the rocket so you push it up and out. Right now it's totally unconvincing.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
SnaFuBAR
don't make the hand follow the curve, and get the hand under the body of the rocket so you push it up and out. Right now it's totally unconvincing.
Good idea, thanks. I never thought about doing that. I'll probably repost after I modify it some.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
GeometricGeek
Translation: They clip :\
ha ha you expecting people on here not being literate enough to understand the word 'perforate' :P
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
flyinrooster
Change it up a bit and have him grab the front barrels and push down to flip the cartridge forward out of the launcher.
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Re: The Studio Quick-Crit Thread
I think it would make more sense for him to sort of dump out the spent barrels instead of pushing them up and over the top like that. I'd open it and lower the tip and shove the whole thing forward to dump the barrels out in the front.
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Re: The Studio Quick-Crit Thread
Basically what I was saying with minor differences.
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Re: The Studio Quick-Crit Thread
To me it looks like he's not gripping the rocket packs, like his hands are magnetic, needs more thumb and finger expression. Also, the launchers movement when empty and just loaded looks too smooth :).
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Re: The Studio Quick-Crit Thread
ha yeh what the hell
why no thumb gripped around the towards the bottom.
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
erm... 1) do it a little more subtley... 2) sort your skin modifier out.
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Re: The Studio Quick-Crit Thread
1) How exactly would I make it more subtle? I can't really make his thumb be halfway down and be all the way down at the same time. 2) This is CV's rig, which looks the same in-game with the h1 fp arms. If it looks like shit there, it'll look like shit in-game.
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Re: The Studio Quick-Crit Thread
http://fc43.deviantart.com/fs40/f/20..._kenney001.jpg
Still missing a few key elements and there are some errors
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Re: The Studio Quick-Crit Thread
Wheres the glowing light in the middle of the brick wall coming from?
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Re: The Studio Quick-Crit Thread
Garbage bags look like they're made of latex.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
disaster
Wheres the glowing light in the middle of the brick wall coming from?
thats one of the things i noticed i was missing...
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Re: The Studio Quick-Crit Thread
Lights are too bright. Needs more of a Blue feel to it.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DEEhunter
Lights are too bright. Needs more of a Blue feel to it.
I disagree.
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Re: The Studio Quick-Crit Thread
It seems like you're missing atmosphere... I wouldn't really know what to add, but it just looks too fake. :\
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Re: The Studio Quick-Crit Thread
^^This is the reason I posted this here. It feels really fake to me too, but I don't know what to mess with. I was hoping for some fresh eyes
Details I did noticed after I rendered it large that:
-there is a weird shadow over the 2nd story window's bars
-there is a weird "line" where light stops in the extruding street
-I completely forgot the light fixture for the light
-the texture for the building trim is actually pretty bad.
I'm going to try to work these out when I get time
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Re: The Studio Quick-Crit Thread
K. Looking forward to seeing it in a completed stage.
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Re: The Studio Quick-Crit Thread
Love the scene Kenney. + rep
-Whats with this emo girl avatar bandwagon thing.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Malloy
Love the scene Kenney. + rep
-Whats with this emo girl avatar bandwagon thing.
she got hacked and i guess it started a bandwagon?
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
What you should do is render out the scene as just lighting with no shadows. Then do a separate pass with the occlusion and then add them together in photoshop. Makes scenes look alot better however it weakens normal maps sometimes.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
kenney001
thats one of the things i noticed i was missing...
It looks great, in my opinion. I like the puddles w/reflections. The light fixture is a pretty minor fix along with the specular of the trash bags. It looks like you pulled together a nice set of diffuse and normal maps for the bricks.
It could use some work, but it looks great so far.
Edit: Some crappy forerunner trim I managed to make. I tried making my own diffuse this time. I'd have an epipen ready if you are allergic to fail.
http://img84.imageshack.us/img84/7379/trim04it3.jpg
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Re: The Studio Quick-Crit Thread
http://fc54.deviantart.com/fs40/f/20..._kenney001.jpg
Take 2: Turned off Final Gather, and used Default render instead of Mental Ray. Tweaked a few more things.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DEEhunter
Lights are too bright. Needs more of a Blue feel to it.
Nah, looks like he's trying to imitate tungsten lights, in which case more orange is needed.
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Re: The Studio Quick-Crit Thread
Looking good there Kenney. I agree with FlyingRooster that the scene does lack a certain atmosphere to it, but if you do what Reaper Man says and add more orange to the light, that would probably give the scene more power. Remember, blue + orange light = color contrast = power (sometimes).
Also, something about the puddles seem a little...off. This is just my opinion, but I would try to make the puddles a little more spread around, and have a clear difference between wet and dry. Currently, it just seems too reflective.
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Re: The Studio Quick-Crit Thread
[thumb]http://upload.wikimedia.org/wikipedia/en/thumb/3/38/BYR_color_wheel.svg/382px-BYR_color_wheel.svg.png[/thumb]
Dark dark blue + light orange = way to go, imo.
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Re: The Studio Quick-Crit Thread
It looks really good. but I think what it needs the most is more detail.
it looksin credibly clean.
Add some variation to the ground.
I can't tell what material it's suposed to be. it almost looks like glass.
More trash bags with greater variation between them,
Bit of random trash lying around,
Gutters,
There's still no shadows on the window bars to the left.
maybe some indication of curtains inside one or both of the windows.
Maybe a soft (possibly blue) light coming from the hallway on the right. nohting really bright just enough make you wonder what's down there.
Something on the roof of the tallest section. maybe see the top an airvent or air conidtioner unit. it just feels like it ends kinda abruptly.
sooo.... yeah.
that's all I can think of.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
kenney001
Take 2: Turned off Final Gather, and used Default render instead of Mental Ray. Tweaked a few more things.
next time post a link to a top view screenshot so we can see placement of all your lights and cameras. sometimes it helps.
if this is just a lighting test then ignore: bricks dont meet concrete like that. there is a slab they sit on. door is too close to the corner. all the buildings are the same height. make the one on right go up up up and use a different texture on it. there is no real focal point as of now. i would make the camera a wider lens and rotate the camera a little so one wall or the other is primarily in view making the light/dumpster fall on 1/3rd of the screen. the light being in the very middle makes it seem like your going down a tunnel, along with the camera being close to the floor/wall making the viewer feel caustraphobic. i expect you will be adding more environment pieces so i wont comment on that part.
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Re: The Studio Quick-Crit Thread
My only comment is:
Why is there light coming out of the wall? :raise:
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
The Dark Side
My only comment is:
Why is there light coming out of the wall? :raise:
It's a wall mounted light whose brightness is so intense that it obscures the light itself :eng101:
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Re: The Studio Quick-Crit Thread
http://i189.photobucket.com/albums/z.../fuckyouok.jpg
Something Old (Premade) I'm going to start working on again and make it look better.. Yea blah blah it's all boxes and w/e. Don't point out the obvious.
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Re: The Studio Quick-Crit Thread
Bullets shot out from the side? His partners are screwed....
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Re: The Studio Quick-Crit Thread
That's where the muzzle-flash flies out. Not the bullets.
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Re: The Studio Quick-Crit Thread
It is still a pretty cool gun.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
killer9856
Bullets shot out from the side? His partners are screwed....
:downs:
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Re: The Studio Quick-Crit Thread
http://img144.imageshack.us/img144/7803/trimlg0.jpg
Forerunner trim I've been working on. I'm struggling to get enough distinction between shapes; they seem to be blending a lot.
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Re: The Studio Quick-Crit Thread
Texture looks fantastic, great detail, but I'm personally not crazy about that shade of blue. Personally, I would think a desaturated blue, maybe even blue-green would work best.
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Re: The Studio Quick-Crit Thread
If those gray bars that are like this ")", and there on top of the lower ones, why are there scratches going to the lower levels if they are on the ")" bars?
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Advancebo
If those gray bars that are like this ")", and there on top of the lower ones, why are there scratches going to the lower levels if they are on the ")" bars?
Because when placed in-game, you won't be able to see that and because I didn't do the greatest job of making masks.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
killer9856
Bullets shot out from the side? His partners are screwed....
I dunno if you were joking or not but that made me laugh hard
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MetKiller Joe
What I would do is put those ) onto the lighter metal right under it at the bottom. In the middle of those section, go forerunner crazy with designs, and merge it with those blue lights. You should use the blending option, by right clicking on a layer (so put the blue on a seperate layer all by itself) and click "Blending Option" you can achieve some pretty cool stuff.
I like your attempts. Not too sexy, but not to butt-ugly. If you want help, you can PM me anytime you want =)
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Re: The Studio Quick-Crit Thread
Make all the shapes 1st and fill them black, 50% grey and white (low to high), use this as a base layer and as a alpha. Then set all those heights (shades) as their own layer via copy (one for black, 50% grey and white) and only work in each layer individually (ctrl+leftclick on the small picture of the layer).
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Re: The Studio Quick-Crit Thread
In my opinion it needs more contrast between the dark and light areas. I'm not a fan of the blue either but part from that its great.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
MetKiller Joe
-pic-
Forerunner trim I've been working on. I'm struggling to get enough distinction between shapes; they seem to be blending a lot.
http://img21.imageshack.us/img21/5462/lightbriterf3.jpg
http://img21.imageshack.us/img21/3525/notsohotuh4.jpg
Also, get more variation in shapes. That's a pretty plain design. If you dont try having more shapes in there, they a series of lined lights in the back layer of that.
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Re: The Studio Quick-Crit Thread
lol at the pics.
Wait a sec, did you use outer glow in the blending options? That can add a nice little glow to the lights to make it look like they are actually on. Also, render it so it looks cooler.
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Re: The Studio Quick-Crit Thread
The texture looks more human than forerunner. Like veex said, those shapes aren't bold enough to justify a forerunner look. You collection of different colours and metals looks like something you would see in outskirts. Details of dirt and rust (I assume it's rust, that's how it looks) are not characteristic of forerunner textures, and even shapes alone give it away. The black lines leading to the lights remind me of hazard strips found in human architecture as well. Speaking of the lights, a lighter colour would do nicely and you could even add little highlights of blue light to the edges surrounding the lights. If you do that, don't forget to add the highlights to your multi if you plan on having the lights pulse. Another thing: don't rely so much on the drop shadows for depth. I think what you'll find works better is a bevelled look. Bevelling using the layer style isn't a bad way to block out the shading. You would then add your highlights and scratches to the edges where applicable. Scratches are hard to do well when you're using a mouse. I'd try playing with the brush presets and making a brush that can nail the look you want with the scratches.
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Re: The Studio Quick-Crit Thread

Can someone draw in a cockpit for me, I have all the screens set up but I don't know what I want the seat to look like.http://img27.imageshack.us/my.php?image=ravenfj5.png
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Re: The Studio Quick-Crit Thread
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Re: The Studio Quick-Crit Thread
Funny you say that. Ran into this problem while trying to make the cockpit armor, made a cock instead.
http://img244.imageshack.us/img244/1019/funnyps9.jpg
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Re: The Studio Quick-Crit Thread
looks like someone took a pencil sharpener to that dick.
The control seat seems too far away from the control panels :P
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Re: The Studio Quick-Crit Thread
There is no seat, that's just a posed character for scale.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
mech
I am luving that model.
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Re: The Studio Quick-Crit Thread
You and your mechs....
<3
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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
Fleshlight.
AH AHA AHA AHAH AHA YOUR SO CLEVER AND FUNEY LOLOLOLLOOLOLLOLOOLOOLOL
It looks.... good... I guess. It's a flashlight, I don't think there's much to crit about it.
Mech - I hate the Raven but I must say that's a pretty damn nice rendition of it. Though it's probably too late to do anything about it now, I'd decrease the size of the cockpit windows; they look a little to "open" imo.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Llama Juice
Hehe, I like it. Hey, if all of that would be rubber, I'd buy it.
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Re: The Studio Quick-Crit Thread
should've used the concord's cockpit, imo.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Hunter
Dont make dildos...
Quote:
Originally Posted by
teh lag
AH AHA AHA AHAH AHA YOUR SO CLEVER AND FUNEY LOLOLOLLOOLOLLOLOOLOOLOL
:ssh:
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Re: The Studio Quick-Crit Thread
http://img3.imageshack.us/img3/5561/awesomepr9.jpg
http://img3.imageshack.us/img3/7779/...hatthenrq0.jpg
Any comments on what needs to be fixed?
the bolts on the slats are fairly high poly but il see how the finished work looks once done before i down scale some of the polygons.
E:
click spoiler for image of what a Dalek is supposed to look like.
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Re: The Studio Quick-Crit Thread
At least show people what it's supposed to look like in the end if it's something so unclear... (I assume it's a Dalek).
A lot of the geometry on the top boxes looks really messy. Try to get your shapes to flow better from *all* angles.
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
teh lag
A lot of the geometry on the top boxes looks really messy. Try to get your shapes to flow better from *all* angles.
Yeah i had a lot of trouble with those things as the slats don't transition too well with the top of the shoulder being circular and the bottom being more oval in shape.
I had contacted Snafubar to see if he could give any advice on how to go about it but i didn't get a reply.
The dome's i have no idea how im going to make them part of the mesh without intersections or screwing the skirt part up, the front 2 panels have a warp due to the actual dimentions being less than perfect.
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Re: The Studio Quick-Crit Thread
Lol, it has a plunger and an egg beater on it.
What is it from?