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Thread: Quick-Crit 2008-2009

  1. #4931
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread



    Does that clip more interesting and better than normal flat one, and is it worth the extra polys? The "bullets" are cylinders with open ends and have 4 sides.

    This raises the pistol up to 2584 triangles. Doesn't really make sense how the thing that pushes the ammo up is at the top though and there is still ammo into the clip Lol.

  2. #4932
    Could've Moved Mountains
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    Re: The Studio Quick-Crit Thread

    Looks better, although you may want to have a bullet at the top for the final model.

    Maybe replace the bottom of the mag with a magazine extension so it looks a bit more interesting? The basic magazine bottom design that Bungie uses looks terribly boring :<.

  3. #4933
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread


  4. #4934
    Bring it biatch
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Advancebo View Post
    That made me laugh!~

  5. #4935
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    @Hunter: you can just texture and norm-map the bullets on. The odds of it being seem is very low, even if reloading. It's really not worth it, but the top half of a bullet on the top of the mag is always a good idea.

  6. #4936
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    That is a stupid idea because of the amount of depth that it should actually have, don't you think I have thought of texturing the bullets in already? If the details didnt have as much depth then I would. But texturing that in would just look stupid.

  7. #4937

    Re: The Studio Quick-Crit Thread

    Bullets could easily only be a small section of cylinder, not the whole thing, the only bullet that would need the most faces is the one on top, the others only need enough faces as to what will be seen, also you only need at most about 3 or 4 sides for each bullet, and for the hole in the mag, you could easily do with an alpha map. Putting to much detail into that is just wasting resources which could be applied somewhere else that would be more aesthetically pleasing, especially because these details will only be seen in a brief sequence.

  8. #4938
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    I agree with you on the hole in the clip, but the only thing I hate with doing that is that the hole would make the clip material look paper thin if you see it for a while.

    I could add some different details instead which may make it look more interesting.

  9. #4939
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    depending on how extended the clip is from the bottom of the gun and the fp gun placement, the paper thing wouldn't really matter since you'll only see it during reload which is less than 3 second at most if the mag isn't extruding from the bottom or isn't seem.

    It's a very low visible area. maybe adding details where they're more visible.

  10. #4940
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Im probably going to be making a UT3 map, so I decided just to touch up on the rock modeling. It isn't very good in my opinion, but that's me.





    I learned vertex blending too

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