Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
higuy
How's this?
Probably going to add some more details like wires coming from the electrical box on the side, and some other stuff. Then I need to make the stands on the bottom and back so it can stay on the side of a building.
[pix]
looks okay, the grating is useless there though, since max's render to texture hates rendering 'nothing' into transparency.
you would be best off doing the grating in photoshop.
and don't make the grating into 1 quad, make it 4 quads, so you can tile the bit of bitmap for the grating, and save yourself some good UV space.
you can go even further with that, depending on your polybudget, and how tight you might be on texture space.
one more thing you could do is making some dents etc in it. (can be done in the highpoly totally easy, but for some reason people find it impossible. so you can do it in photoshop after baking as well.
(just be sure to half the blue channel of anything you overlay)
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
looks okay, the grating is useless there though, since max's render to texture hates rendering 'nothing' into transparency.
To be able to get a transparency out of that couldn't he just put something like a bright green behind it and then render to a diffuse? He could then just use simple photoshop fun to get rid of the green and get a perfect mask.
Then again, I've never tried that^ It's just a theory that I'd try.
Re: The Studio Quick-Crit Thread
He can actually set up a plane and get shape from selected to make the grate and bake it to a another plane on a 256x2 , it's what I did when I made my radar dish.
Re: The Studio Quick-Crit Thread
Finished getting the basic outlay for the forerunner base i was working on.
I will be adding some nice sci-fi light fittings on it and such to give it some nice lightning and some distinction from red and blue base.
What im looking for are some tips and crit on hwta needs changing before i go and do anything drastic.
http://i37.tinypic.com/2i0x8nm.png
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
killer9856
making a CE map after a long ass time. Its kind of like a temple/grave-yard.
Neat, that's one of the more original map designs I've seen. Lots of extrusion, but I can forgive it as overall it looks pretty neat. Please do finish this.
Re: The Studio Quick-Crit Thread
Thanks for the tips guys. I'm taking this model and texture into real consideration even though its only practice, I want to get decent at so im trying to make it good. I've made my lowpoly, which is 380 tri's. Oh and the grate. I think im gonna try what Mech said to do.
Also, this is the first real time I've done a highpoly -> lowpoly bake. Any tips for getting good/better outcomes?
Re: The Studio Quick-Crit Thread
Re: The Studio Quick-Crit Thread
I uhhh... 0.o
Looks pretty darn good, the only thing I don't like is at the end of the protrusion that the tower is on, and its overall shape looks a little off. But besides that, it definitely has that overwhelming forerunner feel.
Re: The Studio Quick-Crit Thread
Very boxy. Needs more of the same structure jutting out repetitively.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Corndogman
I uhhh... 0.o
Looks pretty darn good, the only thing I don't like is at the end of the protrusion that the tower is on, and its overall shape looks a little off. But besides that, it definitely has that overwhelming forerunner feel.
:raise: sounds like there's a word missing or something. What 'zactly at the end of the tower protrusion don't you like?
Quote:
Originally Posted by
DEEhunter
Very boxy. Needs more of the same structure jutting out repetitively.
Already has that, there's eight of the tower support things, though only two on each end have towers right now. They're just in various states of "must replace with detailed versions" right now.