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Thread: Quick-Crit 2008-2009

  1. #4841
    Looking for a concept gig Chainsy's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Advancebo View Post
    I believe thats what the "raysat_3dsmax" process is.

    By the way, I learned something new and made this:



    I used Nurbs and Deform Modifier.
    Cool Nurbs and Deform Modifier modeling. Can we see the wires of the un-smoothed version so we can see if your doing it right?

  2. #4842

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by neuro View Post
    i call this a double-fail.
    he clearly sais he used nurbs, yet you ask for a wireframe of an unsmoothed version.

    idk, but i guess you didn't connect the dots where NURBS does not equal sub-d?
    this results to me believing you wouldn't really be a fair judge on whether or not 'he's doing it right', considering you yourself seem to barely have understanding on 'how it's done right'.

    excuse my rant.
    edit: woops, didn't see this was 5 pages down already.
    I don't see how nurbs modeling is any different from using the turbo smooth or mesh smooth modifier. Especially if it acts the same way when sub-div modeling. So what makes using nurbs any different? I don't see how nurbs is different from this.
    If you see the difference in this then tell me. Because clearly I don't.

  3. #4843
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    .... try modeling something in nurbs once. You'll see why a wireframe is almost useless.

    nurbs aren't a real surface... they're an... "idea" of a surface haha.

  4. #4844
    Senior Member teh lag's Avatar
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    Re: The Studio Quick-Crit Thread

    ah yes what insightful crit we are all giving each other,

    oh wait

    (that means enough about nurbs)

    E : I'm fine with having a thread about what the difference is, go ahead and make one. Not in here though.
    Last edited by teh lag; August 3rd, 2009 at 11:07 AM.

  5. #4845
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Thanks to the help of Deehunter and a few tutorials i've nearly done my first weapon model.
    I know this has been done to death but i wanted to make my own model for a mod instead of using someone elses.
    I started this arround 3PM and it is now 8:46PM and been doing this non stop so yeah little worn out but any crit or advice on how to make my model look better would be greatly appreciated.
    There are currently no smoothing groups so please ignore any smoothing errors im concerned more about the mesh it self at the moment before i go into smoothing.


  6. #4846
    Senior Member Saggy's Avatar
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    Re: The Studio Quick-Crit Thread

    Fix the nasty non-planars on the front and the back.

  7. #4847

    Re: The Studio Quick-Crit Thread

    Other then that, it is a very good for a first weapon model.

  8. #4848
    Tick Gate 2014 Donut's Avatar
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    Re: The Studio Quick-Crit Thread


    made this for a game. looking for crit on my mesh and how i could make it better while keeping it nice and low poly. right now it has 1108 triangles

    E: i can get a closer up shot of the handle with a wireframe if necessary. i just realized that you cant see it very well\
    E2: and smoothing advice/tips wouldnt hurt either
    Last edited by Donut; August 3rd, 2009 at 11:15 PM.

  9. #4849

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by DEEhunter View Post
    I don't see how nurbs modeling is any different from using the turbo smooth or mesh smooth modifier. Especially if it acts the same way when sub-div modeling. So what makes using nurbs any different? I don't see how nurbs is different from this.
    If you see the difference in this then tell me. Because clearly I don't.
    Quote Originally Posted by teh lag View Post
    E : I'm fine with having a thread about what the difference is, go ahead and make one. Not in here though.

    i was going to make a post explaining how you apparently haven't got a damn clue of what you're talking about, and you base what you say -ONLY- on what you see when you convert a mesh to a patch.

    i was going to, but in all honesty, i think you wouldn't grasp the concept, no matter how hard i tried to explain it.

    next time you try to post something intelligent, you should consider whether or not you're making a complete tool out of yourself, resulting in anyone who DOES know what he's talking about, laughing at you. (which i doubt was your intention)

    g'day,

    case closed.

    edit:

    feel free to prove yourself wrong.
    Last edited by neuro; August 4th, 2009 at 02:58 AM.

  10. #4850
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Why would you even need to see the wireframe? There are clearly no smoothing errors on it, so it was modeled properly.

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