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Thread: Quick-Crit 2008-2009

  1. #4191
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    The base mesh (meaning the gun part, rather than the barrel) should just be an M6G (or w/e the pistol from h3 is) and the rest you should model on. Also, you forgot the slide catch and the safety.

  2. #4192
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Timo View Post
    Nice panorama Con, how many photos did you use?
    10 photos: 5 horizontal, 2 vertical
    Quote Originally Posted by Reaper Man View Post
    Got damn, how'd you get such dynamic range? It doesn't appear to be an HDR...
    Photoshop >_> I think I overdid it a bit though, I'm just usually not satisfied with colour in digital photos so I edit it to be a little more like real life. You have to switch to lab colour and edit the curves for the two colour channels.

  3. #4193
    Meep, Meep FluffyDucky™'s Avatar
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    Re: The Studio Quick-Crit Thread

    /effort

    Good job though, I don't think you overdid it, it's a great pano.

  4. #4194
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by FluffyDucky™ View Post
    /effort

    Good job though, I don't think you overdid it, it's a great pano.
    That effort is what makes the difference.

  5. #4195
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by flyinrooster View Post
    The base mesh (meaning the gun part, rather than the barrel) should just be an M6G (or w/e the pistol from h3 is) and the rest you should model on. Also, you forgot the slide catch and the safety.
    I will add the extra details and parts tonight or tomorrow. Need to do some major editing of the top part first to make it look more interesting.

  6. #4196
    Senior Member Malloy's Avatar
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    Re: The Studio Quick-Crit Thread

    @ Hunter, its fine the way it is, I dont udnerstand bitches puttin stupid mesh details on when its going in Halo. If it were goin in UT3 or Crytech Engine i'd understand its specular and normal advantage, but horrible extrusions here and there make it look fugly when that shit can be covered by a really good texture ingame.

  7. #4197
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: The Studio Quick-Crit Thread

    Woot page 420

    @hunter It looks fine to me, especially with what Malloy said.

  8. #4198
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Malloy View Post
    @ Hunter, its fine the way it is, I dont udnerstand bitches puttin stupid mesh details on when its going in Halo. If it were goin in UT3 or Crytech Engine i'd understand its specular and normal advantage, but horrible extrusions here and there make it look fugly when that shit can be covered by a really good texture ingame.
    I hope those "stupid mesh details" don't include a slide catch and safety. When they are used in the animations, they need to be meshes.

  9. #4199
    Joshflighter
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Malloy View Post
    @ Hunter, its fine the way it is, I dont udnerstand bitches puttin stupid mesh details on when its going in Halo. If it were goin in UT3 or Crytech Engine i'd understand its specular and normal advantage, but horrible extrusions here and there make it look fugly when that shit can be covered by a really good texture ingame.

    Just because its going in halo doesn't mean you make it all boxes and cylinders either. UT3 and Crytech engine only take more polies and have extra features that make them greater, but it does not make the Halo CE engine a psp game. It can still take polies and stuff that are meant to look nice.


  10. #4200
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread





    2723 Triangles.

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