Re: The Studio Quick-Crit Thread
Updated my platform.
Hopefully this will give it more forerunner vibe, the idea is its a platform for power generation and the three structs next to the emmiter are there for cooling purposes.
If i use this then it will most likely be used in a ice map of some sort.
http://img200.imageshack.us/img200/6489/platformx.png
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
Updated my platform.
Hopefully this will give it more forerunner vibe, the idea is its a platform for power generation and the three structs next to the emmiter are there for cooling purposes.
Forerunner architecture elements do not a Forerunner construct, make.
You have a pulse emitter without any casing or deeper construction - you can't just have it sitting there on the platform without any interaction with anything else. It just doesn't work.
God dammit people stop making me have to rant on Forerunner systems!
Re: The Studio Quick-Crit Thread
Thats my point, how should i progress to make it interact more thuroughly because if i felt this was good enough i would not be asking here in the first place.
I went through the halo trilogy campaign yesterday just for some ideas and i cannot think of any ways to make the main idea work well.
for the emmiter should i have something directly below, next to the units besides it should i add something below them to make the module seem more built into the platform?
Those are the things i am asking.
Re: The Studio Quick-Crit Thread
The generator belongs in a room, preferably cavernous. Not outdoors on a platform.
Things which do belong on a platform are those weird Hog-sized cube duders, or simply blank space for a landing pad.
e/ Oh, lose those supports, too. They just look wrong. If you absolutely must have some kind of support (which I don't really recommend, most small-to-medium-sized Forerunner platforms are cantilevered and the larger ones are typically supported by pillars), make it conform to Forerunner angles and design. Triangular lines and 30/45/60-degree angles are the way to go.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
rossmum
The generator belongs in a room, preferably cavernous. Not outdoors on a platform.
Exactly. As I said, a casing and deeper construction.
Re: The Studio Quick-Crit Thread
Every model begins somewhere...
http://tehlag.modacity.net/one/pix/wip/ODST-04.png
http://tehlag.modacity.net/one/pix/wip/ODST-05.png
I've taken a few creative laziness liberties with it, so do bear with me on those. I suppose my detail distribution is a little wacky; in some places I've modeled in tiny details while others are flat and bland... I suppose I'll go back over it when I've got more direction in what I want to model and decide on one or the other. This is also the first time modeling that I've made a deliberate effort to keep my number of tris (vs. quads) down, with questionable success.
Any worthwhile comments would be much appreciated.
Re: The Studio Quick-Crit Thread
http://img3.imageshack.us/img3/6928/odsthelmet.jpg
How many polies is that helmet? The wireframe looks clean.
@warlord:
http://img3.imageshack.us/img3/9828/platformcrit.jpg
Just some suggestions. Disregard the red spray, I was going to indicate that's where you could put the reflective material, but then I just realize that was everywhere anyway.
Looks nice and minimalistic, that's why I'm suggesting you make the materials stand out.
Edit: @lag below:
You can always just use it as a high poly model and bake some normals. It wouldn't fit in Halo unless you brought down the LOD; though, I'm probably not telling you something you didn't know.
Re: The Studio Quick-Crit Thread
Oh wow, I feel dumb. Turns out my ref was stretched out horizontally about 50%, no wonder it's too long...
Good thing I caught it now at least.
Also 3114 Polies total (:(, though keep in mind my above comment about detail)
Re: The Studio Quick-Crit Thread
Ive got some crit for you. MAKE THE REST OF THE BODY, PUT IN-GAME, AND RELEASE! Okay :)
Seriously though, looks amazing. How many triangles is it? And what references did you use?
Re: The Studio Quick-Crit Thread
At this rate the whole biped will be far to high poly to put in game