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Thread: Quick-Crit 2008-2009

  1. #4501
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    It looks flat compared to your other renders

  2. #4502
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    I agree. I think the details on the side of it look rather flat...

  3. #4503
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by NuggetWarmer View Post
    Looks too far to the right.
    Aye bring it a bit to the left, and back bit. You can tell by the position of the left arm, it just looks awkward.

  4. #4504
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    @Newbkilla:

    There seems to be too much bloom/light.

    Do you have a specular map? And if you do can we see it?

  5. #4505
    Dr. Colonel Unholy III Newbkilla's Avatar
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    Re: The Studio Quick-Crit Thread

    http://img195.imageshack.us/img195/5255/newbspec.jpg

    Yea, there's the specular. All I did was take the diffuse and contrasted it using levels.



    The real dark image really shows the normal map, but for some reason, in the regular lighting, the normal hardly shows at all. In the second image, I toned down the bloom a little.

  6. #4506
    Don't forget my +rep! Snowy's Avatar
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    Re: The Studio Quick-Crit Thread

    Final:


    Up for voting if any of you have a DesignByHumans account
    http://www.designbyhumans.com/vote/detail/59587

  7. #4507
    Splendid! ExAm's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Snowy View Post
    Final:
    *snipped*
    I'm imagining this done with each of the TF2 classes.

  8. #4508
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Newbkilla View Post

    Better. Is there a reason you are keeping it so low poly? Did you use a dynamic light? Lastly, I'd try doing something really funky with the normal map and see if it distorts the model in the normal lighting. If there isn't any, then you know the engine isn't using normal maps for some reason. Otherwise, if it does, you just have to edit the normal/spec/diffuse to exaggerate the features more.
    Last edited by MetKiller Joe; July 17th, 2009 at 11:41 PM.

  9. #4509
    Dr. Colonel Unholy III Newbkilla's Avatar
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    Re: The Studio Quick-Crit Thread

    I wanted to keep it as low poly as possible, and for the fact my high poly model was almost like a box with exaggerated features. I'm new to Marmoset, that was my first render in it. I have set the normal map, but for some reason, the engine does a funky way of displaying it. I'll work more on it tomorrow, right now, I'm going to bed.

  10. #4510
    swisha...swisha...swisha Darqeness's Avatar
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    Re: The Studio Quick-Crit Thread

    It's a door.







    I've skinned it and made a basic diffuse map for it which I quickly whipped up. However in my renders there's white lines which are clearly visible connecting each panel of the door. They don't show up in 3DS' normal views or on the uvw map itself. Any ideas for what could be causing it?
    Last edited by Darqeness; July 18th, 2009 at 03:08 AM.

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