The original low poly hands were made by my friend harry, and were not suitable for high high res mesh, and so i've been editing them to get rid of artifacts, and setting up to make different glove styles. Still need to do the nomex aviator gloves.
October 8th, 2009, 11:58 PM
kenney001
Re: The Studio Quick-Crit Thread
Looks great! Can't wait for these to be used in-game sometime.
However:
1-the area below the thumb has some issues, cant tell from picture.
2-where the fingers start on the hand looks too boxy and undefined-unless this is intentional.
3-those fingernails are not well-defined from the finger, unless that too was to conserve poly count and is to be done with texture.
October 9th, 2009, 12:21 AM
SnaFuBAR
Re: The Studio Quick-Crit Thread
1) the area leading into the wrist, just below the thumb, has not yet been edited
2) no big deal, you won't be looking into the fingers, and the top part is depressed for webbing, so it's not actually boxy
3) the fingernails don't need to be modeled any more than that. any mesh there would be smaller than one pixel and totally useless. fingernails and cuticles can be done more with normal map editing and texture work.
October 9th, 2009, 12:36 AM
ICEE
Re: The Studio Quick-Crit Thread
Nice looking FP arms. What game are they intended for?
October 9th, 2009, 12:44 AM
SnaFuBAR
Re: The Studio Quick-Crit Thread
they're just practice.
October 9th, 2009, 09:48 AM
MetKiller Joe
Re: The Studio Quick-Crit Thread
The only thing that strikes me about them is that the palm region and the wrist/forearm region look flat/somewhat boxy, but when I look at my own hand, they don't seem to be.. weird.
Other than that little optical illusion they seem fine.
October 9th, 2009, 02:54 PM
ExAm
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
The original low poly hands were made by my friend harry, and were not suitable for high high res mesh, and so i've been editing them to get rid of artifacts, and setting up to make different glove styles. Still need to do the nomex aviator gloves.
You're missing the webs of the fingers.
October 9th, 2009, 03:26 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
actually i'm not.
October 9th, 2009, 04:08 PM
ExAm
Re: The Studio Quick-Crit Thread
I certainly don't see any. It's either that or they just don't look right.
October 9th, 2009, 05:16 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
Well, being that the fingers aren't spread out... it's hard to see them, but the mesh has the low spots between the fingers for webbing. It's there, believe me, I edited it in.
October 9th, 2009, 05:44 PM
Llama Juice
Re: The Studio Quick-Crit Thread
It's for a menu system in my game. The big empty space on the left in the tubes will have ticker numbers similar to old alarm clocks, the tickers will flap down to show the words for the menu. There's going to be other silly things going on as well on here to keep it interesting as well :P
The big box area on the right will have a big lever on it that will go down when you make your selection.
October 9th, 2009, 05:45 PM
Advancebo
Re: The Studio Quick-Crit Thread
3D geometry menu?
October 9th, 2009, 05:52 PM
Llama Juice
Re: The Studio Quick-Crit Thread
Yup. The HUD was supposed to be 3D too, but they decided to veto that at the end, so I rendered it and made it show up that way, which doesn't really matter all that much for the HUD
October 9th, 2009, 06:38 PM
=sw=warlord
Re: The Studio Quick-Crit Thread
The mesh seems to have one hell of a carpool tunnel problem where the hand meets the wrists.
October 9th, 2009, 08:12 PM
Sel
Re: The Studio Quick-Crit Thread
So, I rebuild the plasma rifle to get a bit more practice with non organic objects.
I generally use 3 point lighting when rendering something.
I also have high specular and semi low gloss
October 9th, 2009, 08:22 PM
Sel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Disaster
All your shapes are so damn blocky.
The teeth, things, are copied from the main model, and as far as accuracy goes it's relatively close to the game model, and on more than one occasion I stacked the two on top of each other to ensure that the body shapes were accurate.
October 9th, 2009, 08:24 PM
Disaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Yuki
The teeth, things, are copied from the main model, and as far as accuracy goes it's relatively close to the game model, and on more than one occasion I stacked the two on top of each other to ensure that the body shapes were accurate.
The games plasma rifle model sucks :saddowns:
October 9th, 2009, 08:34 PM
Sel
Re: The Studio Quick-Crit Thread
Why the fuck is there no option to render edged faces?
Duplicate the mesh, add a push modifier of 0.3, and add a material with the wireframe box checked.
October 10th, 2009, 12:31 AM
Maniac
Re: The Studio Quick-Crit Thread
or use a blended material and make one solid and the other wireframe.
October 10th, 2009, 06:18 PM
Futzy
Re: The Studio Quick-Crit Thread
Haven't had a whole lot of time to work on this
October 10th, 2009, 06:53 PM
Chainsy
Re: The Studio Quick-Crit Thread
You're doing what I used to do. You're putting all this detail into one spot before even getting in the other parts. This makes the image flat and overall not blend well. What you should do is sketch it out, then using arrows deifne the light source. After that, pick out your basic colors, and define a simple light and shadow for everything, using a large brush, this gets the composition and volume right, and you can focus on getting actual depth. Then you start on working it down and down till you have the detail wanted.
Edit- DONT USE FUCKING DODGE YOU FUCKING FAGGOT FFFFFFFFFFFFFFFFFFFFFFFFF GOD I FUCKING HATE YOU!!
No seriously, dodge and burn desaturate (kill the color values) and can really kill a piece. What you can use is color dodge mode in layer properties, but that is to create ambiance and glows for contrast, not the actual lighting and shade.
October 10th, 2009, 07:03 PM
Higuy
Re: The Studio Quick-Crit Thread
actully
i like it alot, because of the detail. keep doing what your doing and finish this piece.
also halo 3? :)
October 10th, 2009, 07:15 PM
Chainsy
Re: The Studio Quick-Crit Thread
No. He applied the details before looking at lighting, composition or specular.
Huh? Dee neg'd me over giving crit lol
October 10th, 2009, 07:31 PM
Higuy
Re: The Studio Quick-Crit Thread
I still think it looks really good
October 10th, 2009, 07:49 PM
Hunter
Re: The Studio Quick-Crit Thread
Me too. Keep doing what you are doing. Chains, your way always gives you blury drawings...
October 10th, 2009, 08:28 PM
Futzy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by higuy
also halo 3? :)
ye sierra 117
Still working on the big picture. Correct lighting and such will come after I at least draw everything out.
October 10th, 2009, 08:54 PM
Chainsy
Re: The Studio Quick-Crit Thread
Mr.big they are right, I am wrong, your composition is perfect and the feild of depth and lighting are all defined!!! Your specular is correct to the varying materials so it doesn't all look like random brush strokes!!! I do not compare to your skill!!
October 10th, 2009, 09:02 PM
Futzy
Re: The Studio Quick-Crit Thread
Please do not try to start a fight.
I'm not saying it is perfect. I am not trying to be perfect.
October 10th, 2009, 09:07 PM
Chainsy
Re: The Studio Quick-Crit Thread
I don't want to fight. I want you to ignore those kids over there and take my crit. You see, you're approaching it like texturing, and that is about all the experience, maybe not even that, that those guys have. In their perspective, it looks good, but that is a narrow minded, ignorant perspective. I am not calling said people stupid, they have great amounts of skill in other areas, but please dont fuck up this kid when yall have no clue what you are talking about. Now big, as said in the pm, it is up to you, I am done, my opinion and crit was said, take it as you want.
Also big if you have doubts, go to my gallery.
October 10th, 2009, 09:15 PM
Disaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by sKc_Chains
I don't want to fight. I want you to ignore those kids over there and take my crit. You see, you're approaching it like texturing, and that is about all the experience, maybe not even that, that those guys have. In their perspective, it looks good, but that is a narrow minded, ignorant perspective. I am not calling said people stupid, they have great amounts of skill in other areas, but please dont fuck up this kid when yall have no clue what you are talking about. Now big, as said in the pm, it is up to you, I am done, my opinion and crit was said, take it as you want.
Also big if you have doubts, go to my gallery.
His painting looks better than any painting I've seen from you :allears:
October 10th, 2009, 09:24 PM
Chainsy
Re: The Studio Quick-Crit Thread
Yea, I guess yall are right I will stop giving crit that will make him as bad of an artist as me
Edit- lol disaster you trole
October 10th, 2009, 09:25 PM
Hunter
Re: The Studio Quick-Crit Thread
MrBig, read Chains crit and have a go at implying some of his techniques. His whining is pissing me off.
MyOur comment seems to have fucked up your whole life!! Oh the drama!
Damn...
(According to chains...)
October 10th, 2009, 09:34 PM
Chainsy
Re: The Studio Quick-Crit Thread
I don't even care that you insulted me in that, I am just happy that big might actually take it into consideration what I said and try to improve!!! This actaully brightened my day so much. :neckbeard:
October 10th, 2009, 09:39 PM
DEElekgolo
Re: The Studio Quick-Crit Thread
Mr.Big wants to be just like you when he grows up.
October 10th, 2009, 09:44 PM
ICEE
Re: The Studio Quick-Crit Thread
@ Mr. Big
pointless bickering aside, I have this advice for you:
Work on your field of depth. I am not really the guy to give criticism for this kind of work, so take it in stride, but the illusion of depth is really lacking in this piece. I think this may be because of the balance of detail. Theres a lot of it, and not necessarily where it needs to be. The background seems just as detailed as the foreground, which to my eye is somewhat distracting.
What is the focus? It looks to me like it would be the tree that you haven't finished, but i can't really tell.
I also (and this is really a foremost issue) recommend getting virtually everything in place on a basic level before you start doing the detailing. Helps put things in perspective.
Overall I like your Artistic style. Its better than what I could do.
And a little advice for surviving on modacity...
90% of the people who use this forum are in some kind of feud with someone else here. Almost every single one is against chains in one way or another, and so they frequently do gang up on him. While he often does deserve it, that doesn't mean his criticism is completely null. for the most part, I agree with what he told you in his first post, as he did go through the exact same thing when he started here. Just don't get caught up in the drama and take everything in stride
October 10th, 2009, 11:28 PM
Cagerrin
Re: The Studio Quick-Crit Thread
Pretty much just wanted to see what I'd end up with if I was modelling a banshee pad similar to this one
October 11th, 2009, 12:02 AM
kid908
Re: The Studio Quick-Crit Thread
A fifth generation Milkyway Stargate (3rd generation Pegasus gate). The main body isn't done. That's pretty much all that's left. That and the glyphs. I'll have the "chevron wings" done soon. I only get to model on the weekends now =(
I'm also working on a Destiny Stargate, but there isn't much ref at the current time so I decided to make this one instead.
Done:
Chevrons
Chevron lights and the frame for the lights
October 11th, 2009, 01:37 AM
SnaFuBAR
Re: The Studio Quick-Crit Thread
Chains is actually right on this one, guys. Aside from the layer properties and laying out lighting like he said, and working on your depth of field like ICEE mentioned, you should work background to foreground. The work turns out much better this way.
October 11th, 2009, 03:36 AM
rossmum
Re: The Studio Quick-Crit Thread
Bingo.
Every good painter I've watched started by filling out the major shapes in the background and working down to the details, which is probably why I'm a shithouse painter - I go nuts over the smallest detail and half-arse everything else.
October 11th, 2009, 02:37 PM
Llama Juice
Re: The Studio Quick-Crit Thread
few more model tweaks, a little bit more UVing, and then I should be done with it model wise. Hoping to texture it all today.
I'm not exactly sure what I wanna do with the big box on the right yet though :/
Your uv is wack. You want to have even pixel density across the whole mesh (meaning having all of hte rectangles the same size) so parts of the mesh are lower resolution than other parts. The texture quality is equal throughout the whole mesh. There is also a fair amount of stretching on some parts of the unwrap.
October 11th, 2009, 03:03 PM
Llama Juice
Re: The Studio Quick-Crit Thread
See all that black space in your layout?
You're using like half your map.
October 11th, 2009, 04:51 PM
Spartan094
Re: The Studio Quick-Crit Thread
This is final unless some people say the shader is bad in some way. I semi used the specular(alpha) map, its kinda worthless when I used it in photoshop but I got it to work.
A very fast painted Abstract piece I did for the hell of it.
October 11th, 2009, 08:45 PM
Con
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Spartan094
This is final unless some people say the shader is bad in some way. I semi used the specular(alpha) map, its kinda worthless when I used it in photoshop but I got it to work.
Fix the 3p hand position.
October 11th, 2009, 09:09 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
my god i hate the halo origins.
October 11th, 2009, 09:09 PM
kid908
Re: The Studio Quick-Crit Thread
I see the problem. It was quite hard to see in max considering the repeating pattern gives me a headache. I'll fix the curve and make an indent in the hull for it. Fun Fact: there are 360 of those fuckers on the gate if the cheveron areas aren't cut out. :gonk: So many.
October 11th, 2009, 09:30 PM
Corndogman
Re: The Studio Quick-Crit Thread
Assuming this is for rendering purposes only, you could surely use some more sides on the ring to make it look smoother. Its especially noticeable on the inner part of it.
October 11th, 2009, 09:36 PM
kid908
Re: The Studio Quick-Crit Thread
It's a WIP...that pretty much explain the main ring being low poly. I haven't done anything to it at this point so not much of is finish. I also plan on applying turbo smooth and 36 sides is way more than enough.
October 11th, 2009, 09:42 PM
Huero
Re: The Studio Quick-Crit Thread
Too flat. Pretty sure the chevrons are more pronounced than that.
October 11th, 2009, 09:59 PM
rossmum
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
my god i hate the halo origins.
Same here. I used to use Battery to shift the AR up more like H3, except even further
October 11th, 2009, 10:26 PM
ICEE
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
my god i hate the halo origins.
I am with you there.
October 11th, 2009, 11:16 PM
Llama Juice
Re: The Studio Quick-Crit Thread
Faster? Slower? does it seem not random enough?
This is for my main menu system like I said before. The idea is that the items in the menu will be showing on those tiles and then flip through a bunch of them until it gets to it's actual menu option. When you make that selection the tickers all flip again to the new items again.
October 11th, 2009, 11:25 PM
MetKiller Joe
Re: The Studio Quick-Crit Thread
Needs to be about 2x slower I'd say. Right now, I'm seeing a blur.
October 12th, 2009, 12:07 AM
Con
Re: The Studio Quick-Crit Thread
Reminds me of the Dungeon Siege menu.
October 12th, 2009, 08:33 AM
MetKiller Joe
Re: The Studio Quick-Crit Thread
I'm still taking wacks at this. This is without the diffuse just so I can figure out what it wrong with the normal/sculpt.
Reminds me of something in Fallout... Which can be taken either way. Personally, I thought a lot of the broken up wall textures in Fallout 3... looked kind of meh. So I don't know...
October 12th, 2009, 10:58 AM
neuro
Re: The Studio Quick-Crit Thread
you didn't sculp that, you crazybumped that.
or at least a very bad sculpt
and on top of that, your normal is inverted.
October 12th, 2009, 11:01 AM
Mass
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by MetKiller Joe
I'm still taking wacks at this. This is without the diffuse just so I can figure out what it wrong with the normal/sculpt.
That's what I'm going for. I did sculpt it, but I used an alpha (inverted so that it would create pockets) thinking it would give better results than what I did last time, but I guess I'll keep working on it.
October 12th, 2009, 12:31 PM
Heathen
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Itsuki
Reminds me of something in Fallout... Which can be taken either way. Personally, I thought a lot of the broken up wall textures in Fallout 3... looked kind of meh. So I don't know...
fallout in general looks like poo tbh.
Especially the animations D:
ESPECIALLY the 3rd person anims.
October 12th, 2009, 02:12 PM
Llama Juice
Re: The Studio Quick-Crit Thread
Yup.
I've been working on this some more, still not happy with the texture, but I've spent too much time on the asset already. If I have free time later I'll come back and touch it up.
This is hopefully very close to what the final product will look like in game (with fun background stuff though too of course) As is this is already about 20,000 triangles and I have no idea how it's going to be handled in my game engine haha. Here's to hoping it'll go over well :P
We haven't really tested the engine much yet because it's only about a month old.... soo... yea.
October 12th, 2009, 03:24 PM
killer9856
Re: The Studio Quick-Crit Thread
MetKiller, I think what you should do is just sculpt the rocks so they all face the same direction, instead of having them go in and out, have them all come out.
October 12th, 2009, 03:51 PM
Llama Juice
Re: The Studio Quick-Crit Thread
October 12th, 2009, 03:56 PM
=sw=warlord
Re: The Studio Quick-Crit Thread
Latest update on my biped.
If anyone can give some tips on improving my mesh i would it most gratefull, this is the first time i've done a biped and i want to make it the best i can because as they say the first time is the one you remember, well if i can get into a good routine with this biped it should help with others in the future.
E: what the fuck just happened?
October 12th, 2009, 06:02 PM
BobtheGreatII
Re: The Studio Quick-Crit Thread
Been working on this since yesterday. Nothing too serious, just trying to get back in to the grove of working with 3ds max. Thoughts, comments?
What I made on Pimp My Gun:
October 12th, 2009, 06:38 PM
SMASH
Re: The Studio Quick-Crit Thread
Sick dude. Absolutely sick. I can't find anything to complain about :(.
October 12th, 2009, 06:45 PM
MetKiller Joe
Re: The Studio Quick-Crit Thread
I honestly think that is really good.
October 12th, 2009, 07:03 PM
killer9856
Re: The Studio Quick-Crit Thread
I'm interested in seeing what happens when you ARE in the groove.
October 12th, 2009, 07:07 PM
Heathen
Re: The Studio Quick-Crit Thread
Itsuki, who are you again?
October 12th, 2009, 07:10 PM
PlasbianX
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Heathen
Itsuki, who are you again?
BobtheGreatII
October 12th, 2009, 07:17 PM
BobtheGreatII
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by PlasbianX
BobtheGreatII
This guy's got it.
October 12th, 2009, 07:26 PM
Heathen
Re: The Studio Quick-Crit Thread
Ah, then the skills aren't news.
October 12th, 2009, 07:27 PM
Horns
Re: The Studio Quick-Crit Thread
look cool.
October 12th, 2009, 08:08 PM
Hunter
Re: The Studio Quick-Crit Thread
:O looks awesome. Nice details. I think its time for bed now for me as well Lol, need get this drink out of my system.
October 12th, 2009, 08:09 PM
rossmum
Re: The Studio Quick-Crit Thread
You screwed the SUSAT up, there's a large vertical cylinder down the centre which extends all the way up. Looks pretty nice otherwise.
Ypu. seeing how my *Instructor worked at Disney for 14 years. Those are drawings from Animation 1 by Preston Blair. A Must for prospective animators, 2D or 3D.
E: Finish #2 Done finally.
October 13th, 2009, 08:37 AM
Con
Re: The Studio Quick-Crit Thread
Amazing O_O
October 13th, 2009, 09:03 AM
=sw=warlord
Re: The Studio Quick-Crit Thread
Got some more progress i would like some advice on.
Done the arms yesterday and got arround to the abdomen today, any advice or constructive crit is greatly appreciated.
At this point in time it's more of a custom job than staying 100% to the halo 1 biped.http://i33.tinypic.com/vhuj38.png http://i36.tinypic.com/30jjixk.png
October 13th, 2009, 11:17 AM
Matooba
Re: The Studio Quick-Crit Thread
The head seems a bit boxy. I see you adjusted the arms. Re-triag the part just above the abdomen. On the first render I see some difference in the arm pit area. Its looking good, great start to this model.
October 13th, 2009, 12:58 PM
legionaire45
Re: The Studio Quick-Crit Thread
@Paladin: Those'll look good in one of the display cabinets there :).
@Warlord: Helmet looks really off, especially by the sides where the visor meets the rest of the helmet. The curve of the helmet's side needs to be smooth all the way to that flat part where the visor connects to it - The way you have it is way to blocky and it juts out.
It would also help if you fixed up the shapes around the mouthpiece-thing, especially the triangulated mess you have. Shape that area up some more and it will look a lot better.
See refs for helmet stuff:
[thumb]http://www.coolbh.com/schnicker/images/Armor/markv.jpg[/thumb]
[thumb]http://images.wikia.com/halo/images/4/40/Spartan.JPG[/thumb]
[thumb]http://images3.wikia.nocookie.net/halo/images/1/18/WasohaCloseupV.jpg[/thumb]
October 13th, 2009, 03:17 PM
=sw=warlord
Re: The Studio Quick-Crit Thread
Yeah i've been using the halo 1 model as a refference for the major details and although the mask peice looks like its pushing out alot its not all that far off from the ingame model.
Im curious, which helmet do you think would suit it better? my current helmet or try and make the halo 2 helmet?
Comparison of my model vs bungies.http://i33.tinypic.com/fyh2qp.jpghttp://i35.tinypic.com/a4tyt2.png
October 13th, 2009, 04:39 PM
mech
Re: The Studio Quick-Crit Thread
You need to relax your shoulders.
At the moment they resemble
October 13th, 2009, 05:26 PM
Futzy
Re: The Studio Quick-Crit Thread
just about done with this
just need to make a footer and im pretty much done. Codings being done by someone else.
October 13th, 2009, 07:22 PM
legionaire45
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by MrBig
just about done with this
[thumb]http://img67.imageshack.us/img67/9238/88164581.jpg[/thumb]
just need to make a footer and im pretty much done. Codings being done by someone else.
Get rid of the scrollbar down there - let the content take up as much space as it needs. Scrollbars interfere with usability and look fugly anyway.
I'd also go ahead and either widen the content out or fill that space somehow, even if it's just pictures or something. Looks really boring and empty right now.