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Thread: Quick-Crit 2008-2009

  1. #4951
    Senior Member Saggy's Avatar
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    Re: The Studio Quick-Crit Thread



    Huge Version...

    Well, almost done. Just a few more tweaks here and there from what I can see. Would love if someone could point out any errors or pass along some tips. Speaking of which; MrBig, I tried using the offset tool but I couldn't get the results I wanted with it. Of course though, I'll have to play around with it more to get a feel for it and learn how to properly use it (which is pretty straightforward, just not in a "learning mood" atm). Nonetheless, thanks for the tip. I think it's turning out good though, just the way it is.
    Last edited by Saggy; August 13th, 2009 at 08:52 PM.

  2. #4952
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    The bottom of the image where his neck is just looks weird how his neck gets smaller. Makes it look like the rest of him would just be a worm body.

  3. #4953
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: The Studio Quick-Crit Thread


    WIP character sheet... not sure if I'm going to shade it or not, some input would be good (sorry about the outlines Snaf, force of habit)

  4. #4954
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: The Studio Quick-Crit Thread

    Shade it.

  5. #4955
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Working on a custom hunter design.
    This one which once done will be designed along the lines of using upgraded covenant technology [hunter has shields in more ways than one]
    I've added the hunter to the scene to show the proportions which seem to be all in shape.
    Any C&C on the design or other aspects would be greatly appreciated.


  6. #4956
    Tick Gate 2014 Donut's Avatar
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    Re: The Studio Quick-Crit Thread


    2652 triangles. same deal as last time. its for a game, and im looking for crit on my mesh, smoothing, and poly distribution
    Last edited by Donut; August 14th, 2009 at 07:30 PM.

  7. #4957
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: The Studio Quick-Crit Thread

    it looks good, but when you put it in the game, you could reduce the amount of polys on the grib area, since there is going to be a hand there

  8. #4958
    Tick Gate 2014 Donut's Avatar
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    Re: The Studio Quick-Crit Thread

    i plan to have the whole weapon used in the first person animations, so unless youre talking explicitly about the part where the hand will be, youre going to see everything in the anims, including that bottom bulb part

  9. #4959
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    2.6k tris is fine for a first person model. In fact, it's good for a third person model in some cases. I wouldn't worry about reducing the tris, personally.

  10. #4960
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    spheres are useless in games, the amount of polys for the effect is just silly.

    Grab a box, smooth it two/three times. You'll get the same effect.... tons easier to UV too.

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