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Thread: Quick-Crit 2008-2009

  1. #2821
    am I an oldfag yet? Heathen's Avatar
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    Re: The Studio Quick-Crit Thread

    Its already been called to attention.

  2. #2822
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    I've seen the error myself and thought about re-rendering, i think il just remake that face and see how it looks after.
    Snafubar, would you by anychance know of a way to edit the mesh so all the angles are correct?
    Mass, i didn't make any insets at all, their nearly all cuts that have been extruded and the sharp edges chamfered.
    most of it was plane modeled and then extruded to fit.

  3. #2823
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    I usually use simple geometry to check my angles, usually with cylinder divisions. I don't know if that makes sense, it's 4am.

  4. #2824
    Shit. Mass's Avatar
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    Re: The Studio Quick-Crit Thread

    You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.

    It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.

  5. #2825
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by SilentWindPL View Post
    Am I the only one noticing the error in the geometry/smoothing in the center of that object?..
    No

    Quote Originally Posted by Advancebo View Post
    I see error :V
    :V

  6. #2826
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Mass View Post
    You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.

    It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.
    I've never actualy used snap-angles so il have to look into that thanks.
    I know i have been showing various different works lately but i do hope to add them all up and put them into a single structure besides the forerunner generator [which im more than likely to use to remake the library lift].
    Thanks for the comments anyways il see what i can do to further correct issues.

  7. #2827
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: The Studio Quick-Crit Thread


  8. #2828
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread


    Anyway I can make it better?

  9. #2829
    Senior Member Geo's Avatar
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    Re: The Studio Quick-Crit Thread

    I think if you emphasized the push of the clamp being taken off it would be better. Like, maybe you could show a half second of strain before it pops off, so that it doesn't just seem like its sitting on top of the rocket when he pushes it off.

  10. #2830
    Senior Member Malloy's Avatar
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    Re: The Studio Quick-Crit Thread

    the fingers perforate into the mesh

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