The shapes on it are all VERY blocky.. I have never seemed to like Star Wars weapons.. They all look cheap and blocky.
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The shapes on it are all VERY blocky.. I have never seemed to like Star Wars weapons.. They all look cheap and blocky.
early sci-fi gets off on blocky
The handle is completely wrong.
Also, it's blocky, as previously stated.
Bob = :protarget:
Red Tiger Camo is the stupidest shit I have ever heard of.
E: Tiger Fur itself is an eyesore and wont be much camo anywhere, but with RED tiger camo, you cant even blend in when hiding next to a tiger.
Well, I'm now texturing this same Assault Rifle for =sw=warlord.
I was wondering if you guys would mind telling me what I can to to make this skin better, and keep in mind, this is still a WIP. It'll be pretty obvious what is and isn't done, as the middle and grip plates both have pretty empty, undetailed areas:
http://img511.imageshack.us/img511/3137/ma5dforcrit.jpg
I don't see the purpose of the scanlines on the power button when it's a button and not a screen.
Well, =sw=warlord said he wanted a more LED-style button; part clear, part clouded, so I wasn't going for scan lines as much as just underlighted plastic.
Even though, I also did whip up that button in about 2 minutes, so I could always do a better job. I'm more looking for crit on the metal's realism (or unrealism), as that's what I focussed most on.
The scratches are too soft in some places and your material is a bit cloudy in general.
UV is really bad.
Redo that before doing anything else with the texture.
About the texture itself:
The metal base material is too spongy
Damage on the polymer looks a bit excessive.
Also, body of the gun itself needs more obvious lighting if this is going into Halo 1.
It's not, it's going into UE3/Cryengine2
So most of the crit is on the metal and details just not being sharp enough? Because I actually went through and blurred a lot of it because I thought it looked too unrealistic originally. I guess I'll start with sharpening the damage and making a better metal base.
And no good modeler in their right mind would keep everything in one mesh. Don't be ignorant and fix it.
Same thing I posted in your other thread jay.Quote:
Seriously jay, stop making those worthless and stupid extrudes. They add nothing to your model, and make it look even shittier than it would without them. Furthermore go get some tutorials or something becuase to be honest its been like 5 months of you just modeling something and making the same mistake, over and over again. Your topology is shit, your mesh is riddled with non planers, and your adding more polys than you need to in ALOT of areas.
Look ill even post some for you
http://boards.polycount.net/showthread.php?p=966646
http://www.fpsbanana.com/tuts/332
And I don't care if you have already seen both of them, becuase if you have you obviously missed the entire gist of the tutorials.
Well, I don't model, I'm just here to make a texture for my own practice. Can't change any faults in the model or UV (3ds Max hates my computer, whether trial or full).
And before you say "oh, there's no point in texturing it if the model isn't better", again, it's for my own personal practice. If I want to be able to make a texture for a perfect model, I'll need to work on texturing in the first place. Anyways, I saw a model that needed a proper skin (and I had an urge to texture an AR, go figure), wanted to help someone out who needed some textures, and wanted to work on my own ability. I came here looking for criticism on the texture (which I got plenty of, thank you all for helping me out on that) but I'm not the modeler here, and I'm not trying to be.
Christ jay the handle on that thing just doesnt fit the rest of the gun. It looks like a coffin.
Well don't model... if you are not trying there is no point :/ Get people model for you and texture their stuff.
My bad, I just though of someone else. Lol.
I was thinking that you where English Mobster for a minute then. My bad.
Made a Message of the Day for the Gmod server I got as a Christmas present for my friend. Kept it as a .png because getting all that with the quality would just take too long in true html plus I don't know exactly how I would do all of that in a nice manner other then cut it all up. Either way there might be some conflicts with the fonts and the client viewing them.
Note: It's a shot tag.
Link to the HTML with the full background to go along with it: http://bastian-de-byl.de/hyperion/motd.html
Tell me what you think
EDIT: D'oh! Just realized I left an s out in Mesages. Fixed it.
PNG :( That will eat some peoples bandwidth... make it a compress JPEG or something. I try and not use huge images like that on my websites.
Well I did an exercise of next gen modeling. I think it turned out nice. Comment?
http://i148.photobucket.com/albums/s...e_testcopy.jpg
Kid, work on your blending. Killer, i don't see anything next gen about that. What's up with the textures? Photosourced? Do you have a normal you generated from a highpoly mesh?
Snaf is like an army knife of crit!
Art, Textures, Modeling, this cat does it all!
Shit, at least he gives good crit though.
Kid, try not leaving it so...scratchy seeming? Basically blending like snaf said, and try erasing more and darkening spots to get that higher contrast. The reflection is well emulated though.
Fucking around with my new wacom tablet:
http://i231.photobucket.com/albums/e.../organized.png
Yeah I suck at shading. Fuck you, I haven't drawn a thing in ages.
The above is the (in progress) result to me deciding to trace this on a whim and do some shit to it.
http://www.thesharkguys.com/wp-conte...dreligion2.jpg
Killer, the point of next gen modeling is to create a high poly model by using sub division to then generate a normal map from that high poly mesh looks like all you did was crazy bump some wood.
Hmm the tutorial I followed to do it said it was next gen. I guess I should've know better.
More fucking around with said wacom tablet
http://i.imgur.com/FWROP.png
tf2 themed table soccer would be pretty sweet
had to open it up it up because lights were being a bitch.
trying for a bit more verticality than anything I've done previously(not by much, though).
not too sure about some things aesthetically(overhanging fin things on right)
also realized(due to rebuilding Colossus over the weekend) that Forerunner stuff doesn't use 30º/26.6º so much as it does 1-to-2 angles.
Looks really nice. Though I do agree with you on the things on the right, they don't look like they belong or something more interesting could be there.
Well, I do like rep...
well remind me later then >.>
good poly usage, though youvwe got a lot of segments in your scope.
the silencer could use a few more sides as well.
i'd explain you how to do the rail but i've got to go now, sorry :P
http://www.modacity.net/forums/showp...4&postcount=34
The pictures don't work anymore, but you can download the example mesh and see for yourself. i agree with neuro about the number of sides on the suppressor and the scope. i dont know much about the gun and im too lazy to look it up and point out any inaccuracies, but your modeling looks pretty good.
And for FP model, remove the front and right side faces of the rails.
thank legionaire. also, certain things can still be optimised. i agree, you dont just delete shit because its fp, but deleting something facing forward almost always is fine, since most animators dont make anims that show those faces. depending on what engine its going in, you can decide which faces to delete after the anims are made (like with ce). but if you put it into something like crysis, im p sure you have to make those kinds of decisions before hand
As flyinrooster said, getting rid of the front faces is always a yes.
However, anything else you think about getting rid of, always talk to your animator (if you have one in mind/particular) before you do anything else, as you will want to get an idea of how they would like to animate it so then you can optimize the model without screwing over the animator and limiting his possibilities.
No, not always a yes. Suppose you delete the front faces of the rails and the animator wanted to do a running animation where the rifle is held angled, pointed skyward? whoops.
Complete a model, THEN bounce ideas back and forth with your animator so you can best optimize your model.
I would say that the animator should delete the faces when he's done with the animations. It really is the most efficient that way, seeing as he knows which faces are going to be there and which are not before anyone else.
Boom
Boom
chikt (light switch being turned on)
boom
boom
rattle (medical equipment on operating theater)
heart thumping
voices sounding distant, encased in fog
Doctor: "What am i looking at nurse?"
Nurse: "he's a mystery sir, he's been showing mental problems for sometime, most likely a side effect of the conditioning he's received from the..."
*Interupting*
Doctor: "that doesn't explain why he's here"
*light buzzing (big overhead lights used in operating theatres)*
*sound panning left to right*
Nurse:"he's a mystery, one by one his organs began to shutdown...
he's dieing and ... *static* ....st cant locate the cause, so we called you."
Doctor: "brilliant, just fucking brilliant. So because of someone else's incompetence i'm picking up the pieces of a patient i dont specialize in? just what i needed...
Nurse:"do i need to remind you how imperative it is that he survives, doctor"
*beeping*
Nurse: "He's going into shock!"
Doctor: "Sound the alarm and get the response team in here NOW! Dont you die on me you son of a bitch im not going to have a cunt like you fuck up my record!"
*THUMP*
*laboured breathing*
*thump*
Sound slows down, Heart beat slowing
heart beat irregular, stopping
redline
fade out
silence
This is a album i've been thinking about doing, part instrumental at this early stage, everything subject to change.
This is The first track, it's all ambiance, think of it as a conversation, as if you where watching it on tv,
it's taken from first person perspective, your the patient, and at the end of your life in a hospital dieing from an unknown unexplainable illness.
The cursing seems pretty immature for a doctor.
sometimes doctors flip out to their nurses and stuff while the patient's not there/not conscious, though. can be believable.
Cursing is an everyday thing tbqh.
I'm trying to make the doc and nurse unlikeable, so i'm trying to through off the impression that they dont like or care about you, and the swearing is just to make him more of an arrogant cock.
they're supposed to be unlikeable and the ambiance sounds are trying to draw you in, to make you become him, to see from his perspective, Immersion.
you are the patient.
Thats the goal anyway.
:S
you've done well, but they're right; he already comes off as an arrogant cock, but the use of the word cunt is pretty
well, it's dumb. overdone. pointless. kind of annoying, really.
also, when reading the beginning of this I thought you were mimicking Lost Keys by Tool. heh.
Credits is in the info
Broke is going to be fixing up unnatural it looks abit in terms of the knife animation and how the hand grips the fore-grip on the m4a1. But to make sure, this is to crit ONLY on the animations and nothing else, I know the shaders suck.
E: woops, mislead a few people, I didn't animate it
Thank you broke for amazing animations.
I'd recommend you texture in the bluish area details.
can't texture for shit, sadly.
kinda debating whether or not to just go all-out and model in every panel line everywhere and bake a bunch of normal maps.
What program are you modeling in Cagerrin?
Sketchup.
:embarrassed:
Tried to figure out Gmax once, apparently its zoom increments are "too far in" and "too far out", have used Sketchup ever since. Haven't gotten anything more than a simple test map into any game engine, but I'm working on it.
Sketchup = a big step. Lul never would of thought about using it.
Sketchup was what I made my first models in. Mind you, they were awful, but that's really what got me started. :)
Well, I'd actually used it before I tried Gmax(which I only tried for the purpose of getting something into Halo), so it wasn't like I was trying another completely new program
Mine were awful too(and still are, but yeah). I'd post a render, but you should have a fork on hand.
Sketchup UI > every other modelling app I've tried.
I think you can make L4D/other source engine maps using Sketchup if you have the official plugin that comes with L4D's editor.
Uhm, don't confuse ui and functionality, just because all sketchup can do is housed within 5 buttons, does not make it's ui better than say, 3ds max's.
ALSO
Do none of you know what a wireframe is?
Jesus christ.
http://en.wikipedia.org/wiki/Wire-frame_model
^^^^^^
Anyway, I've been working on an intel carrying cart for a friends map.
6700 Triangles.
Jpeg PLEASE! 2mb PNG with useless transparency is useless!
Flat Panel don't need so many polies. Lower com cylinder tricount mb (depending on game engine), but there's more than needed. and some details could have been textured in.
Also, Lawl. High tech computer on lowtech train. Try this or next century's train design.
lol nice train.
and Cagerrin, nice forerunner! I got to start making that for this map.
My bandwidth is fine. Just really unnecessary to make my computer process such unnecessary information.
Sorry for the shakiness of my hand.
Red: 18 sides is way more than enough! I'm guessing 36? Too many.
Green: Keys, Screen, Bolts, and Vents could be textured on.
Yellow: Okey, could use less sides, but not as bad as others.
Blue: 6 Tris less! only if surface is flat [as your render suggest] - Same goes here - Diff distribution [give you diff ways to distribute 3 total]
Ah.
It honestly depends on whether or not the panel is actually flat or it bends outward and the extra polies are for the bulge. This can go either way depending on the needed shape. From what I can tell there are subtle changes in the bulge of the panel which might constitute leaving them in there. Give us a closer render Sel.
Thanks for the crit, I appreciate it.
Blue : Not flat, though the render doesn't show it.
Green, anything the player can get up close to should have some sort of geometry, this isn't halo, cutting triangles wherever possible is not an issue.
Red : The smaller circles are less sides. The two larger ones are going to be fairly visible, and should appear perfectly round, same goes for the wheels.
Funnily enough, the stock bomb cart is 14,000 triangles, you'd never believe it just looking at it, but that was the budget I was given, and lets just say, the author was more than happy with half that.
Get tf2 for pc and you can play the map when this goes in it and see it as close as you want babe
This isn't halo. Your allowed to fiscally spend polygons. Team Fortress is a game noted for its cartoony appearances. You want things to look as round as possible. What he has is suitable.
http://everyday-gamer.net/images/pushlittlecart.jpg
Take note of the wheels on the cart. Silhouette is where you need to spend the majority of your triangles.
:p
It depends if the circle will be facing the player. That circle on the top does not need as many tris to make it appear round as the wheel would because the player can easily see how many edges that has.
That would be because characters tend to have more instances of them running around the map.
in comes ross to set some shit straight
quotin images cause i don't care B)
work on your scratch placement. i know it can be a bitch sometimes to work on or across seams, but those are usually the places you find damage - areas which stick out, and are therefore more likely to catch on things or get scraped along the ground. for instance, the average well-used steyr will accumulate so many scratches and chips along the entire left side of its optical sight it's not funny. the right is usually scratched too, as well as the front and back edges, but the left side is the worst because we lay the rifle on its left side (so we can see the white dot which indicates the rifle's on safe when we go to pick it back up). similarly, the left side of the stock is scratched to shit around the butt end, not so much around the right. think about which parts need to look worn and focus on those; add the rest later. try not to repeat my mistake of over-damaging it though (my ar skin looked fucking awful because i overdid the damage and overestimated where it would go).
no, you need to finish dat bitch. you've got a lot of the details wrong, and even more are missing. you didn't even try on the right side, which is a really bad idea on an ar-15 series rifle given that it's tilted to the left when cocked to inspect the chamber (as far as I can remember). the magazine release tensioner on the left of the magwell shouldn't stick out at all; the circular extrusion around it only sticks out a few millimetres. the tensioner itself is longer, reaching back almost to the edge of the well. the entire back end of the lower receiver is wrong, and that's a major detail, not a minor one. the sights are missing the windage and elevation adjustment screws, probably missing the flip-type adjustment between a large ring and small aperture, the front sight is misshapen (when viewed from the front, it tapers towards the top gradually, before curving back outwards in the same manner as the garand's sights, in your case you just dragged them out from far too low a spot). you're missing the bayonet lug, you've got a thick cylinder in front of the forend which shouldn't be there, your cocking handle is too thin, and you didn't even bother to model any of the important shit on the right side except the bolt assist. if someone looks at that rifle from the right, they'll see no brass deflector, no ejection port, no dust cover, no mag release, no ridges around said mag release... these are all very obvious details that need to be on there. not working off refs is something you should avoid at all costs. don't just pass it off, say you're too lazy and release something barely worth looking at. take the time to go back and correct your mistakes before moving onto something else and making the exact same ones.
e/ and clean your mesh up while you're at it, fucking hell
The model wasn't really worth backing up anyways. He should do better on his next model.
Looks like you used nurms all to hell.