You should have used more tris on the curvature of the blade considering how much you spent on the handle.
EDIT: And Nugget, the way you are going about adding detail to the bipeds is wasteful. Most of the detail is so minor and if anything you should atleast be preserving the old uvs so you don't have to reskin the thing.
November 26th, 2009, 09:17 AM
n00ber
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Disaster
so you just slapped a photo onto the uvs and did hardly anything else?
i was showing off the model more than anything else. like i said i need to finish it, its not close to being done.
November 26th, 2009, 12:39 PM
ODX
Re: The Studio Quick-Crit Thread
Sigma Sniper Rifle MkII Animations:
Edit: Don't mind how the gun doesn't entirely disappear off the screen when it goes away, in-game it will since it's moved back slightly.
November 26th, 2009, 01:55 PM
t3h m00kz
Re: The Studio Quick-Crit Thread
I don't get if it's supposed to be bolt-action or not. Wouldn't having the hand grab it down-side up be much more natural?
low poly ears are because I'm lazy. I'll make them better later alright. Gotta go ride bikes
November 26th, 2009, 04:06 PM
neuro
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ODX
Sigma Sniper Rifle MkII Animations:
Edit: Don't mind how the gun doesn't entirely disappear off the screen when it goes away, in-game it will since it's moved back slightly.
dang, that actually looks very good.
November 26th, 2009, 06:09 PM
ThePlague
Re: The Studio Quick-Crit Thread
Still <3 geo's sniper
November 26th, 2009, 06:19 PM
teh lag
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ODX
Sigma Sniper Rifle MkII Animations:
Edit: Don't mind how the gun doesn't entirely disappear off the screen when it goes away, in-game it will since it's moved back slightly.
Movement overall is a bit over-exaggerated for my taste, but you obviously know how to control things. It's got a flail-y appearance throughout (especially on the end of the melee) which I'd like to see toned down some.
The recoil on the fire seems unnatural. Too slow? Too little? Maybe a bit of both? I'm not sure. The bolt pull (or whatever it is) at the end could use a bit more movement contrast - have the gun move some in the opposite direction to give it more definition.
At the end of the reload, you definitely have too much "empty" motion before you return to the origin. Maybe it's just from the hand... I get the feeling that the amount of movement going on there is too much though.
November 28th, 2009, 11:59 PM
Terror(NO)More
Re: The Studio Quick-Crit Thread
Meh, need to know if my unwrap on my box is good or not. Or if it needs to be unwrapped another way. I tried 256x256 but it didnt show small parts of UVW. Well here you go need crit/suggestions. Just one of the bunch of props I am making.
Oh, hello Terror. Long time no see. I thought you were banned?
I'm no expert, but I can tell you that there is a lot of wasted space on the UVW. You can split it apart at so many places and make parts bigger, but you insist on keeping it all connected, even though that simply wastes space.
I know you might be worried about visible seams, but you really shouldn't be worried about visible seams on something like that when you're wasting so much potential space.
November 29th, 2009, 12:32 AM
Heathen
Re: The Studio Quick-Crit Thread
I dont know anything about UVing, but why is wasting space such a big deal?
November 29th, 2009, 12:38 AM
MetKiller Joe
Re: The Studio Quick-Crit Thread
Because you are under-utilizing a resource. If I have a 1024x1024 texture and half of it is unused, the unused bit will still be put into graphics memory but not used. It is like setting aside space for nothing, but, in games as with any piece of software, the goal is not to bloat the program (least space used is better for loading times and other stuff), so detail that could have been put into memory isn't. That wasted space has the potential to become useful.
November 29th, 2009, 12:50 AM
SnaFuBAR
Re: The Studio Quick-Crit Thread
Terror if you've ever paid attention on these forums, or anywhere else, you would know that's terrible.
November 29th, 2009, 12:51 AM
t3h m00kz
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Heathen
I dont know anything about UVing, but why is wasting space such a big deal?
the more space used, the higher res the texture will look. basically. also performance purposes
November 29th, 2009, 01:13 AM
Terror(NO)More
Re: The Studio Quick-Crit Thread
@Snaf, I know it was not so good, reason being why I came here and asked what to do in other methods so I could utilize more space. Problem solved, for most part. Still a little bit of unused space, but not nearly as much as before.
Because you are under-utilizing a resource. If I have a 1024x1024 texture and half of it is unused, the unused bit will still be put into graphics memory but not used. It is like setting aside space for nothing, but, in games as with any piece of software, the goal is not to bloat the program (least space used is better for loading times and other stuff), so detail that could have been put into memory isn't. That wasted space has the potential to become useful.
The bottom part, and the part up the top right are identical... so overlap them, put one on top of the other, seeming as it will probably use the same graphics and details...
If you do that you can make the whole unwrap "larger" so there is more space for smaller details ect...
I noticed you have unwrapped the top bits and they have come out as a square, well detach the verts and rotate the long strips horizontal so they are side by side, it isn't like you need to add detail to them parts...
November 29th, 2009, 10:31 AM
Roostervier
Re: The Studio Quick-Crit Thread
overlapping them could be a problem if he wants different texture on the inside and outside of the box
:mech2:
November 29th, 2009, 11:30 AM
FRain
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ODX
Sigma Sniper Rifle MkII Animations:
snip
Edit: Don't mind how the gun doesn't entirely disappear off the screen when it goes away, in-game it will since it's moved back slightly.
It does that because the camera renders past what you see in the viewport. To see what will go ingame, put on safe frames and look at the blue line. The blue line is what will be rendered ingame, and the next biggest one is (i believe) what gets rendered in the .avi file.
November 29th, 2009, 11:42 AM
Hunter
Re: The Studio Quick-Crit Thread
@flyinrooster;
True, but if he doesn't then he could. Either way, he can split one of parts up.. I will make an example later.
November 29th, 2009, 02:00 PM
ODX
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by FRain
It does that because the camera renders past what you see in the viewport. To see what will go ingame, put on safe frames and look at the blue line. The blue line is what will be rendered ingame, and the next biggest one is (i believe) what gets rendered in the .avi file.
Yes, I know that FRain but thanks anyway. Never really understood why Halo did that, or if it's just something Max does.
November 29th, 2009, 03:15 PM
Terror(NO)More
Re: The Studio Quick-Crit Thread
@flyingrooster that's correct because I want labeling etc on outside that inside does not need. ;) But thanks for your help though hunter the skill will be used on some other models.
November 29th, 2009, 03:27 PM
Hunter
Re: The Studio Quick-Crit Thread
Apart from the labels, is there anything else that will be different on the outside?
November 29th, 2009, 04:52 PM
English Mobster
Re: The Studio Quick-Crit Thread
Question relating to Terror's unwrap:
Would it be better to have the box overlap itself and make it all have one plain texture, and then just have some planes with the external decals on them?
That way, you conserve space on your unwrap, but would the trade-off (being forced to use 2 different bitmaps, one of which has alpha for transparency) be worth it?
November 29th, 2009, 05:03 PM
Terror(NO)More
Re: The Studio Quick-Crit Thread
Hehe Id like to know that too ^^
November 29th, 2009, 06:35 PM
Hunter
Re: The Studio Quick-Crit Thread
@English, I was going to suggest that, that's why I asked that question Lol. Get out of my mind! :)
November 29th, 2009, 08:00 PM
Roostervier
Re: The Studio Quick-Crit Thread
why the fuck would you turn a simple box into something that convoluted. just do what you have to, fucking christ
November 30th, 2009, 08:04 AM
Hunter
Re: The Studio Quick-Crit Thread
Oi, boy. A box is a BIG thing!
What is the point in playing a game if it has no BOXES!!!
:)
November 30th, 2009, 08:56 AM
neuro
Re: The Studio Quick-Crit Thread
barrels.
November 30th, 2009, 12:14 PM
SnaFuBAR
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by neuro
barrels.
RED barrels.
they go explodey.
snaf likes explodey :mech2:
November 30th, 2009, 03:32 PM
Heathen
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SnaFuBAR
RED barrels.
they go explodey.
snaf likes explodey :mech2:
and red crates.
And red zombies.
Does the color red explode?
Do native americans explode?
November 30th, 2009, 03:42 PM
Futzy
Re: The Studio Quick-Crit Thread
shut up i am Seminole
November 30th, 2009, 03:42 PM
Disaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Heathen
Do native americans explode?
Why don't you shoot one and see?
:mech2:
November 30th, 2009, 03:48 PM
PenGuin1362
Re: The Studio Quick-Crit Thread
I think we tried that once or twice....
get back to posting relevant stuff.
November 30th, 2009, 06:24 PM
Cagerrin
Re: The Studio Quick-Crit Thread
hooray maj is working again. fuck other imagehosts and their size limits.
Yes, I'm fully aware that there isn't a lot of detail in some places. Working on it. 18k tris so far, haven't started on the lower area.
Need to model a scope of some sort, also I hope the rails aren't fucked up or something. 14618 tris, because I forgot to change the circle tool to something lower than 24-sided.
This is legionaires glock. again. I extended the magazine for funzies and gave it a cylinder that I am pretending is a suppressor. These are not the intended focuses of the image though.
here it is in .gif. It is a bit faster than it should be in this form.
December 1st, 2009, 12:42 AM
MetKiller Joe
Re: The Studio Quick-Crit Thread
It is too smooth and quick; the time between taking out the magazine and putting a fresh one in needs to be longer. The finger movement is interesting, but a little too jerky.
December 1st, 2009, 12:47 AM
ICEE
Re: The Studio Quick-Crit Thread
Not to use that as an excuse, but I think the process of turning it into a gif speeds it up a bit. Or maybe its the browser, because it does seem faster than the original AVI. But I do agree with you about the fingers.
edit: having compared the gif to the avi side by side, it has become very evident that the gif is about 4/3 the speed of the avi. Replaced the gif with the avi.
EE: it still doesnt play very well because photobucket is shit. Putting the gif back. Just keep in mind that its a bit faster than it should be.
you're having him flick the slide release before the magazine is even set. Flick it after the magazine is all the way in, and make the slide click back at least three times as fast as it does in your image.
December 1st, 2009, 01:29 AM
ICEE
Re: The Studio Quick-Crit Thread
oh I thought that was a mag release.
December 1st, 2009, 01:53 AM
Con
Re: The Studio Quick-Crit Thread
You can see through the bottom of the slide when the gun tilts to its side, adjust the angle or model the bottom of the slide.
December 1st, 2009, 09:19 AM
PenGuin1362
Re: The Studio Quick-Crit Thread
The magazine release is a button behind the base of the trigger guard.
Ruined it? Actually I didn't know what it was supposed to look like, original concept was made in PMG without presets, so I was just sticking parts together.
Watching just the left hand, it kind of just 'appears' on the screen with the second mag, and then the insert seems weak and effortless, you should probably give it a little pause and stop making him get it right into the slot each time.
Also, I really, really, really think you should start working on organizing your fingers and hands more, as well as your rendering. While your actual animating skill is, overall, getting very well-developed, your origins are completely destroyed from the lack of noticeable care given to the hands and fingers.
(Hint: I said organizing, not making more realistic. You can still keep them in that funky way for stylistic purposes, but they really do need to look much cleaner than they are.)
December 2nd, 2009, 12:33 AM
Geo
Re: The Studio Quick-Crit Thread
Just a little model I decided to practice with, since I haven't modeled in over a year.
add something to the front of the platform on the bottom so that it has more than the one tiny support in the back of it. Other than that it looks rather spiffy sir.
How does it aim up and down? Those 3 pipes on the back would have to be flexible. Moreover, that thing looks incredibly heavy and the support structures it uses (the thin struts, the flat plate, and the hinge) would likely bend and break.
December 3rd, 2009, 09:05 AM
FRain
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Geo
Just a little model I decided to practice with, since I haven't modeled in over a year.
It's about 3k tris.
snip
I'm not finished yet; obviously, because of the lack of a magazine, but I need some thoughts on the design before I continue. Besides, its late :ugh:
looks like some retard child of a BR, Enforcer, and a Mauler.
The modeling is good, I'm just failing to see what it is. heh
E:
Quote:
Originally Posted by Sel
Final touches.
snip
Portable Penis Stinger Launcher?
December 3rd, 2009, 09:57 AM
Geo
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by FRain
looks like some retard child of a BR, Enforcer, and a Mauler.
The modeling is good, I'm just failing to see what it is. heh
An imagination gun? lol idk, its something I made up.
December 3rd, 2009, 10:04 AM
Sel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by FRain
Portable Penis Stinger Launcher?
As much as I adore how this community (and people I know irl) telling me that because it's a cylindrical ish object, it looks like a penis...
Wait wait no, I don't adore that at all!
December 3rd, 2009, 10:08 AM
Geo
Re: The Studio Quick-Crit Thread
Its called mature constructive criticism. Wait. Nvm.
I think it looks cool, but it could use some sort of hydraulics to support the movement up and down.
Changed the back since it WAS HORRIBLY WRONG ~ Conscars
December 3rd, 2009, 02:06 PM
ICEE
Re: The Studio Quick-Crit Thread
You should make those pipetubecord things have some slack so its believable that they can flex
December 3rd, 2009, 02:11 PM
mech
Re: The Studio Quick-Crit Thread
This looks terrible in my opinion, Selentic. I don't know what you're going for with this model, I'd be able to guide you if I knew what you were doing.
December 3rd, 2009, 02:19 PM
Sel
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by mech
This looks terrible in my opinion, Selentic. I don't know what you're going for with this model, I'd be able to guide you if I knew what you were doing.
I can never tell if you're serious or not, but anyway, it is a LASER FIRING DOOMSDAY device, for my team fortress 2 level!
Also Icee, I'm not really that sure of how to make them look like they have slack, but I'm going for something that looks fairly spytechy, so I want to have only an amount of slack that looks like it would be required for a weapon which will only move up and down such a piddly amount.
December 3rd, 2009, 02:27 PM
legionaire45
Re: The Studio Quick-Crit Thread
I agree with the comment on giving the cabling some slack.
Might add to the cartoony-ness as well.
December 3rd, 2009, 03:18 PM
Sel
Re: The Studio Quick-Crit Thread
Since I really have no idea how to make it look like there's slack on there, without making it look like shit, I'm going to alter the thing the cables go into, to make it look like it can pop up when the device is lowered so that the wires aren't too short.
December 3rd, 2009, 05:00 PM
ICEE
Re: The Studio Quick-Crit Thread
I think you could successfully add to the cartoony ness and create the feeling of slack by giving the tubes sort of a half-loop upwards.
Texturing this alien dude, want to know if you think of the skin color, and also if the UV's and texture look good so far.
Note: I used a color correction map to change the skin color from the original bitmap, which was photo-sourced from a regular dude. (bump map is applied to)
UV's:
diffuse so far:
E: I realize that the diffuse is too symmetrical, I've already fixed the parts that repeat noticeably.
December 3rd, 2009, 06:17 PM
Saggy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Corndogman
Texturing this alien dude, want to know if you think of the skin color, and also if the UV's and texture look good so far.
Note: I used a color correction map to change the skin color from the original bitmap, which was photo-sourced from a regular dude. (bump map is applied to)
[snip]
E: I realize that the diffuse is too symmetrical, I've already fixed the parts that repeat noticeably.
Could we possibly see a rendering with bumpmap and diffuse applied together? The way the specular is on the 3D rendering of the bumpmap on its own, it looks somewhat like leather atm. I honestly don't think skin has that many "dips".
December 3rd, 2009, 07:15 PM
Con
Re: The Studio Quick-Crit Thread
edit: is that first image with the bump map only or with the modified skin texture as well?
edit: is that first image with the bump map only or with the modified skin texture as well?
Actually, I was using the mental ray skin shader in max, so what you're seeing is mostly the diffuse color i applied to it. I was messing with the properties, so the the diffuse bitmap is barely showing, (i had it sort of blending the diffuse color and bitmap, but didn't give the bitmap enough value, you can sort of see it in the lips though.) just go ahead and ignore that first image, this is a more accurate representation of how it should look:
And yeah, don't blame me for the huge pore, blame the guy who's pictures I used for the texture. (but really its because I had the bump too strong). it looks better with the texture applied to it though.
rediculous smoothing on the grip, either that or it has to high of a specular
also a few non planars, i cant comment on the proportions, im to lazy to look up the gun
e: yeah post some renders without that specular on the grip
i know its a wip, but its looking pretty sloppy atm
December 4th, 2009, 12:30 AM
Saggy
Re: The Studio Quick-Crit Thread
Been working on this for about an hour. I still have to add shadows and highlights, but I was just wondering if there was any line work that you guys think I should edit.
December 4th, 2009, 12:32 AM
Siliconmaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by Saggy
Picture
Been working on this for about an hour. I still have to add shadows and highlights, but I was just wondering if there was any line work that you guys think I should edit.
Very nice Fred there. I thought it was an official (whatever that means for Scooby Doo) image until I saw your explanation.
December 4th, 2009, 12:38 AM
BobtheGreatII
Re: The Studio Quick-Crit Thread
Yeah, you could have tricked me.
December 4th, 2009, 12:44 AM
ICEE
Re: The Studio Quick-Crit Thread
I instantly knew it was not real.
No ascot
December 4th, 2009, 12:45 AM
Saggy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ICEE
I instantly knew it was not real.
No ascot
Protip: What's New Scooby-Doo version
But now that you say that, I think I might make two versions: one retro, one "modern".
December 4th, 2009, 12:47 AM
ICEE
Re: The Studio Quick-Crit Thread
Did he not have it then?
December 4th, 2009, 12:59 AM
Siliconmaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by ICEE
Did he not have it then?
Nope. They dropped the ascot for that series and all movies since then. Same theme as their "updated" visual style and plots. Can't have a whole generation of kids viewing Scooby Doo in strange "19 sixteez" outfits, can we. :P
December 4th, 2009, 01:12 AM
Saggy
Re: The Studio Quick-Crit Thread
[snip]
Okay, here's the retro version. Again, any line work that needs fixing up, please let me know. I've got to get some sleep though, but keep in mind I will be adding in shadows and highlights later.
E: Woah, I just noticed that I fucked up real bad on the ascot, redoing later...
E2: Here we go, the ascot is better. Still not perfect though...
December 4th, 2009, 12:40 PM
FreedomFighter7
Re: The Studio Quick-Crit Thread
What the heck is a specular? Its just geometry and smoothing. The planar thing (whatever that is, I think its when an area is completely flat) is difficult if not impossible to fix. I don't know how to fix them, I really did try to do that.
There's also a spot inside the trigger guard on the handle that smooths funny and I don't know how to fix it, it confuses me.
December 4th, 2009, 01:00 PM
Geo
Re: The Studio Quick-Crit Thread
Specular is a material property that affects how the light is reflected off of a surface when you render. You have your specular level up quite high, so its hiding the details/errors. And when your smoothing, your poly distribution really matters, and as far as I can tell, your distribution is quite uneven and messy. Maybe you could post a wireframe? Even a screenshot wireframe would be helpful. :)