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Thread: Quick-Crit 2008-2009

  1. #561
    Intellektueller Bastinka's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by selentic View Post
    Something Ive been working on.

    Thanks for the renders Higuy
    <pic> x3

    Clay renders killing detail since 98.
    Add omni lights when clay rendering to bring out some fine missing detail, other then that it looks very bland the design is kind of small. For some reason it just doesn't seem that appealing to me.

    Also, try to study more on forerunner design. Some of it doesn't really look that forerunner to me.

    Quote Originally Posted by Invader Veex View Post
    Practice

    <texture>

    Tried Dano's tut
    Pretty good, but whats with the left hand top corner having plain colors?
    Needs more scratches and maybe a few filters or darkens. Lacks a bit of detail in that.

    Quote Originally Posted by Hunter View Post
    Where is Dane? I want some crit of him for this texture:

    <pic for the 3rd time>
    If you want dane to crit it, PM him for it. I'm pretty sure he's just gonna say the same thing as everybody else. In my opinion it still doesn't look that great though, yet again it just lacks something I don't really know.

  2. #562
    I R Serious Texra DaneO'Roo's Avatar
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    Re: The Studio Quick-Crit Thread

    I think the texure lacks creativity, and the tiny hair like scratches look stupid, and the detail continues onto each piece, even though there's implied height there.

    You also haven't payed much attention to in between the cracks of the plates either, which makes me think your work flow is in need of severe tuning.

  3. #563
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread


    Mountain canyon scene I've been working on. I'm not much of a texturer. If anybody wants to help just send me a pm.

  4. #564
    Looking for a concept gig Chainsy's Avatar
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    Re: The Studio Quick-Crit Thread

    Sky needs work, I like the water, but it needs to be more..flat, mountain lakes are extremely calm and are like glass. Also get some sexy skins for those mountains.

  5. #565
    swag under pressure Boba's Avatar
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    Re: The Studio Quick-Crit Thread

    Tried to do a flood form; last time I ever do anything organic.

    ps head isn't a dick its a human spine w/ some decayed flesh on it.
    Last edited by Boba; July 19th, 2008 at 11:05 PM.

  6. #566
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks pretty neat. I'm not the person to criticize 2d art though.

  7. #567
    Splendid! ExAm's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks like an elephant man

  8. #568

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by selentic View Post
    Something Ive been working on.

    Thanks for the renders Higuy





    Clay renders killing detail since 98.
    Is that on the middle right side supposed to be an area you can only get to through grenade jumping?
    Last edited by Pooky; July 20th, 2008 at 01:30 PM.

  9. #569
    Senior Member
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Pooky View Post
    Is that on the middle right side supposed to be an area you can only get to through grenade jumping?
    Possibly. Im considering the possibility of allowing the players up there to get an advantage over enemies while at the same time exposing themselves to sniper fire. Im creating some other areas like that where the player can get to high ground and snipe from. Of course to stop them sitting there the whole game with a sniper, I plan on putting the sniper spawns fairly far away from these spots, so they have to come down every once in a while to get ammo.

    An example of what I mean is this.



    Im taking a queue from infinity here, with the sniper spots in the cliffs you had to to fly up to, those were a lot of fun for me, and with this I can try to replicate it while keeping it gameplay friendly.

    If it doesnt work out, I can always take them out.

    Also I appologize for the shitty render, I didnt want to spend 10 minutes rendering just to show you what you have already seen.
    Last edited by Sel; July 20th, 2008 at 01:54 PM.

  10. #570

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by selentic View Post
    Possibly. Im considering the possibility of allowing the players up there to get an advantage over enemies while at the same time exposing themselves to sniper fire. Im creating some other areas like that where the player can get to high ground and snipe from. Of course to stop them sitting there the whole game with a sniper, I plan on putting the sniper spawns fairly far away from these spots, so they have to come down every once in a while to get ammo.

    An example of what I mean is this.



    Im taking a queue from infinity here, with the sniper spots in the cliffs you had to to fly up to, those were a lot of fun for me, and with this I can try to replicate it while keeping it gameplay friendly.

    If it doesnt work out, I can always take them out.

    Also I appologize for the shitty render, I didnt want to spend 10 minutes rendering just to show you what you have already seen.
    Awesome... I always wondered why more CE mappers didn't use grenade jumping as a tool to balance out shortcuts or sniping positions.

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