Some of the areas look extremely flat compared to the rest.
Printable View
Some of the areas look extremely flat compared to the rest.
ive seen that door somewhere before...
only then it was better made.
i think it was in some splashscreen for a game studio or something.
@ advancebo: that actually looks pretty good to my eye. The only thing that strikes me as odd is the loop that is attached to the bolt-handle
Neuro, do you mean from Photobucket main page?
Atleast thats what came to mind when I seen Newbkilla's model:
http://i303.photobucket.com/albums/n...flighter/p.png
Jesus fuck dee, what happened to that door to mess it up so bad?
My first attempt at 3D Compositing, shot with my cell phone cam.
@dee, that's the one.
wouldnt call him a god, but he's a great artist :3
that door looks fucking awful.
I think it looks like dense rubber :/
Imo, there really isnt a focal point on it. Just sort of alot of randomness. Mb its just me though.
I think its good the way it is.
you seem to be stuck between the "soft glowy beams" and the "sharp lines and gradients" styles
the result is interesting but not necessarily visually appealing
MrBig, make it with black as main color, then orange or purple. And some white. :D
some speed-modelling on my part.
made this in about 3-4 hours i believe.
it's a highpoly just to give a nice normalmap, and nothing else, it's not a masterpiece.
it's actually a small flying repair-drone, no more than half a meter long, so this is MORE than enough details.
http://i623.photobucket.com/albums/t...tuff/drone.jpg
http://i623.photobucket.com/albums/t.../droneback.jpg
edit: it's actually more like 2 hours, recorded here: http://www.livestream.com/neurologic...a-b701567fb7bd
yes, those are butchered pelican-wings.
keep in mind this is a TERRIBLE model, and nobody should ever model like this if you want to make a proper model. in this case, it didnt matter, so i just hacked and chopped to save time.
edit2: apparently, it cut out halfway-ish trough.
Looks a bit like the pelican from Halo.
that would be a ridiculously inefficient repair drone
Working on some shaders for Crysis and i think i've got the illumination nailed down pretty tight.
The diffuse is not final by any means the diffuse in this was made by myself, teltaurs having a crack at a diffuse himself.
what im looking for is crit on the shader, im going for a pearl like effect on the main shell peice.
Please ignore the smoothing group as that was Cryexport not my own doing, apparently models with seconds that have no smoothing on automaticly gets one even if you dont want it to.
As such will be fixed soon all im looking for is comments on the shaders.
http://estb.msn.com/i/78/22E2D634C1D...F074AB934F.jpg
http://halo.neoseeker.com/w/i/halo/t...ilty_Spark.JPG
http://www.purepearls.com/info/baroq...ite_pearls.jpg
First one have a more pearl like shader than the 2nd, more like metal.
Yours need more gloss and reflectivity. Right now it looks quite plastic like.
As you can see yours isn't quite how pearls look (3rd), as it doesn't reflect the environment and doesn't have quite a predominate glare.
Is that a piece of a scorpion turret on its nose?
yeap
lose the pedestal, it seriously fucks up the render. if you absolutely must put your models on some random piece of mesh, at least make it match the model you're showing off.
the mechanism looks pretty wicked but that damage is beyond fucked, in fact i'd say that
http://sa.tweek.us/emots/images/emot-psyduck.gif
The background stuff is rather low res 'cause it's supposed to just be background stuff. The Jerry Cans and Shovel/Axe are a bit high 'cause they are a part of the ambulance, but... *shrug*
I wanna go crazy with this scene and eventually get it all into UDK. The assets that are textured I've already put into the engine, the rest I haven't yet.
hate to be a pain but (shut up fuckheads) can you brighten it up a little? my cousin's computer has a fucked-up old crt, i can't see shit and no amount of messing with the settings helps. one thing i will say though is that the metal objects need some texture and the sandbags need to lose the text, it looks ridiculous. leave them blank.
IRONY.
Anyways, not to derail the thread, but I want to put in a request that this thread be locked and a new quick-crit thread started. It's starting to take way too long to access the page.
Not that I ever have anything worthwhile to say, but I like to keep up with the different things you folks are working on.
Do it. New Studio Quick-Crit thread for 2010. And have this one be archived.
Sorry for the big picture, but the shots not working. Well I have a question, look at the top left corner the brown thing that looks like vent.
http://wvs.topleftpixel.com/photos/2...clothes_02.jpg
Say I was to model it, how would I go about unwrapping it so I can render a normal map for it and put it on a plane?
Hope you guys can help, thx.
E: Sorry for double btw.
So you want to bake that detail into a normal map on a plane?
If you want to just put it on a plane then you model a plane.... and UV that. You don't have to UV the "highres" or detail mesh when baking normals down.
Why would you put that detail on a plane. If anything, it would be a box, not a plane.
I'm not even making that. I was just using it as a reference to what I was asking.
But thanks Llama, Disaster
Break up the uv islands according to the smoothing groups on the low poly. Otherwise you will get nasty seams along the uv edges because of the way the rays are cast when baking.
^That or make everything part of the same smoothing group before baking the normals down. That smoothing information is stored in the normal map essentially now, smoothing groups aren't needed if you have a good normal map applied.
I'm retiring this thread. I'll keep it stickied for now, but I'll make a new thread.