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Thread: Quick-Crit 2008-2009

  1. #3361
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    Re: The Studio Quick-Crit Thread



    Working on some shaders for a H3 assault rifle and a spartan. Any suggestions on making them any better?

    e. Here's some more pics


    Last edited by Invader Veex; April 7th, 2009 at 10:46 PM.

  2. #3362
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    Your cracks look off. go walk on your nearest sidewalk/ road and look how the concrete cracks.







    Google the any bridge collapse and you can see how it breaks based on its structure.
    Last edited by paladin; April 7th, 2009 at 10:36 PM.

  3. #3363
    Joshflighter
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    Re: The Studio Quick-Crit Thread

    I don't think Halo CE will support all that detail.

  4. #3364
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread



    4614 Triangles. That okay for in-game? Or is it better if I remove more?

    4466 Triangles. Removed two things. Lol. Same question though ^
    Last edited by Hunter; April 8th, 2009 at 07:39 AM.

  5. #3365
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    Noice shaders Veex, see if you can make the visor a little less bright though.

  6. #3366
    Senior Member ICEE's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Hunter View Post

    4614 Triangles. That okay for in-game? Or is it better if I remove more?

    4466 Triangles. Removed two things. Lol. Same question though ^

    Looks to me like you could bake in some of the details on the back of the receiver, the grip and the stock to cut triangles even further. I think that the front grip looks too boring and uncomfortable as well. It doesn't really fit the mould of the rest of the gun, which has more detail. You could bake in some detail for that too, but it mostly just seems too square.

  7. #3367
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread


  8. #3368
    FOR THE EMPEROR! Jean-Luc's Avatar
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    Re: The Studio Quick-Crit Thread

    I like that a lot, except for that one cliff/rock face near the furthest outlet. It's too jagged and stands out.

  9. #3369
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Jean-Luc View Post
    I like that a lot, except for that one cliff/rock face near the furthest outlet. It's too jagged and stands out.
    I think it's just a smoothing problem, I'll see if I can fix it.

    E: Thought so. Fixed.
    Last edited by Cagerrin; April 8th, 2009 at 04:54 PM.

  10. #3370
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Hunter View Post


    4614 Triangles. That okay for in-game? Or is it better if I remove more?

    4466 Triangles. Removed two things. Lol. Same question though ^
    How about this:

    You axe the spacing on the rails and make them look more like the BR's, or you axe them altogether. They're eating up a considerable amount of tris - especially when they're modelled as wastefully as that, you could lose hundreds of tris if you'd done it properly - and they do absolutely nothing for the design of the SMG. They'll look out-of-place in Halo and they have no need to be there when you can replace them with a lower-poly, less absolutely bloody boring design.

    Try it, please. 1913s belong in CoD4 and co., not a sci-fi game set 543 years in the future.

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