quite a lesson in elitism
i should have taken notes!
Look it has nothing to do with opinion. The lines are all wrong, the widths are wrong, the structure is wrong. It looks like random shapes rather than specific thought into how the shapes flow with each other.
It has nothing to do with im right your wrong. I'm not the right one here, bungies forerunner style is right here, and that looks more like something from starwars or similar copy cut games style. Just generic shape on shape diagonal lines.
December 7th, 2009, 09:10 PM
Maniac
Re: The Studio Quick-Crit Thread
This is what i was talking about.Try to stay away from any angle thats under 45 degrees, it really takes away from the forerunner feel. http://i159.photobucket.com/albums/t...ac1000/pat.jpg
Now, obviously i should have changed my grid size and not made that inset shape a box in the last pic, but you get the idea.
second example doesn't look quite right, shouldn't it be more like:
___________
/__________|
|__________/
?
doesn't seem right without the inset angles matching the slope
December 7th, 2009, 09:15 PM
Maniac
Re: The Studio Quick-Crit Thread
Yes it does not look right because i just made it real quick and never changed my grid size, if i had then the inside of that shape would not be a rectangle.
There its like that. http://i159.photobucket.com/albums/t...ac1000/pat.jpg
December 7th, 2009, 09:24 PM
t3h m00kz
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by SiriusTexra
Look it has nothing to do with opinion. The lines are all wrong, the widths are wrong, the structure is wrong. It looks like random shapes rather than specific thought into how the shapes flow with each other.
It has nothing to do with im right your wrong. I'm not the right one here, bungies forerunner style is right here, and that looks more like something from starwars or similar copy cut games style. Just generic shape on shape diagonal lines.
Honestly when I saw the pictures of your project in the UDK it didn't scream out "Forerunner," it screamed out "holy shit that's a lot of detail."
Forerunner throughout the games generally seems a bit more subtle, less contrast-y and not so overwhelming.
But, I guess overwhelming and high detailed was more of what you were going for? :v:
Quote:
Originally Posted by Maniac
Yes it does not look right because i just made it real quick and never changed my grid size, if i had then the inside of that shape would not be a rectangle.
There its like that. http://i159.photobucket.com/albums/t...ac1000/pat.jpg
I don't know if it's just me but that doesn't look forerunner in the slightest. Do you have a... better example? Like, an actual texture using these techniques?
December 7th, 2009, 09:43 PM
DEElekgolo
Re: The Studio Quick-Crit Thread
Someone make a picture showing all the profiles that are used in forerunner architecture. I need it for modeling and I am sure many others would want it as well.
Most recent attempt. http://img707.imageshack.us/img707/4325/forerunner.png
It is all continuous btw. Sealed water tight.
December 7th, 2009, 09:48 PM
Siliconmaster
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by DEEhunter
Someone make a picture showing all the profiles that are used in forerunner architecture. I need it for modeling and I am sure many others would want it as well.
Most recent attempt. http://img707.imageshack.us/img707/4325/forerunner.png
It is all continuous btw. Sealed water tight.
I don't think that looks bad at all. The only issue I have is the walls- they look good, but are too repetitious. I recommend having every few columns be outward, instead of inward, and maybe extending to the floor. That will break it up and add some variety.
December 7th, 2009, 09:53 PM
Maniac
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by t3h m00kz
I don't know if it's just me but that doesn't look forerunner in the slightest. Do you have a... better example? Like, an actual texture using these techniques?
This is the last texture i made, it was a little while ago now.
Deehunter, that looks really nice.
December 7th, 2009, 09:56 PM
DEElekgolo
Re: The Studio Quick-Crit Thread
Waitin' on them profiles yo. I create paths in illustrator and use them in 3ds max when modeling stuff. Helps a lot so I can know what kind of details would suit a certain type of topology.
December 7th, 2009, 10:04 PM
Maniac
Re: The Studio Quick-Crit Thread
you know you can use snaps combined with angle and rotate from edge to make the exact shapes?
huh filefront deleted that a while ago, srry no link.