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Thread: Quick-Crit 2008-2009

  1. #5351

    Re: The Studio Quick-Crit Thread

    best keep effects for when you're done, makes it too hard to see that's really meant to be critiqued. but looks nice so far

  2. #5352
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread




    Rebuilding Damnation as a Forerunner facility of some sort. Not as hard as I thought it'd be, H1 Covenant geometry being what it is.

  3. #5353

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post

    Massive SMG diffuse WIP (normals map on the model as well)
    nice job disaster.

    a little suggestion for you:
    when you bake out your normals, bake out a difuse too, assign randomly coloured materials to your highres, and bake them in the same pass, this will give you a nice map to use in protoshop for selecting, and it'll help you avoid mismatching colours on edge/normal bleeds (like you've got at the back of the handle) where the diffuse colours of it don't match up along the texture seams.

    tou could really put s few more polies in your lowpoly i guess, especialle near areas which should be round (which is something you need to invest in when you're using normalmaps, since they can't fake silhouette)

    keep up the good work

  4. #5354
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Thanks for the tip about the selection. What I usually do is render out the UV template with a solid black background and solid white fill. I'll start using the color idea as that is much better for selection. Thanks (oh and that texture is a very early WIP )

    E: and that error on the back of the grip was just a uv problem. I accidentally moved that vert and it skewed the uvs a bit. I fixed it
    Last edited by Disaster; October 2nd, 2009 at 03:39 PM.

  5. #5355
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
    Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
    Im panning on using this tutorial for the metal.
    http://halopc.moddercentral.net/halo...hp?f=67&t=2163
    Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.

  6. #5356
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
    Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
    Im panning on using this tutorial for the metal.
    http://halopc.moddercentral.net/halo...hp?f=67&t=2163
    Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.


  7. #5357
    show up throw up Ganon's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Cagerrin View Post



    Rebuilding Damnation as a Forerunner facility of some sort. Not as hard as I thought it'd be, H1 Covenant geometry being what it is.
    make the small bridges that lead toward the os more interestin' this time around.

  8. #5358
    Senior Member =sw=warlord's Avatar
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    Re: The Studio Quick-Crit Thread

    Working on a Spartan helmet based off
    http://i40.tinypic.com/2igoggi.jpg
    I realise the top half is rather polygonal at the moment but all im trying is to get the basic shape first then detail after as this is my first time modeling a helmet or sorts.

  9. #5359
    quatamalos NuggetWarmer's Avatar
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    Re: The Studio Quick-Crit Thread

    The spartan in the picture is a Halo Wars spartan.

  10. #5360
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Kyon's Sister View Post
    make the small bridges that lead toward the os more interestin' this time around.
    They're basically plugs now, looking towards them the left and center ones are "plugged in" but there's a gap between the right one and its socket. 's nearly impossible to get a render down there lit properly now so I'll just post a viewport screen.



    Going to be more detail to that wall, but I'm working on the pit area right now.

    got to work detailing the area where the waterfall used start from:



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