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Thread: Quick-Crit 2008-2009

  1. #5691
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    Re: The Studio Quick-Crit Thread

    Jay, you do not seem to understand what this thread is for, it's for work that you don't have another thread for.

    You have a thread for your level stuff, there is no reason for it to be posted in both these threads.

  2. #5692
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    I post things in here because if I just post things in my other thread, people tend to ignore things there until the fail in the model reaches critical mass and I have to start over.

    I'm trying to prevent myself from having to do this entire thing over again this time.

  3. #5693
    show up throw up Ganon's Avatar
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    Re: The Studio Quick-Crit Thread

    people ignore them


    because they are bad hth


    check out good people like CAD's thread and notice the difference :]

  4. #5694
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    It's a parking garage, sorry for not clarifying that in my post.
    That has no impact on what I mean. You still would not for any reason make that chamfer there. Support beams go there. Cutting through where a support beam would be is ridiculous, and makes no sense visually.

  5. #5695
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    Your point stands.

    Thanks for the crit.
    *Scurries off to make changes*

  6. #5696
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    Nice Golden Eye map thar

  7. #5697
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    In reference to this pic...



    What engine are you planning on putting this in? Well over half of the detail in that could be normal mapped in and I would suggest doing so.

    Also, add stuff that changes the overall shape of the object, those are the only polies that really matter usually. I know it's fun to toss around a shitton of polies to make stuff look good, but with stuff like what you're doing there it's not really worth it.

    Now of course, if your engine can push a shitton of polies, then rock it sir.
    Last edited by teh lag; November 2nd, 2009 at 08:05 AM.

  8. #5698
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Yes Advancebo, that's what I ment

  9. #5699
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    Let's try again.
    Taking Snaf's advice and completely remodeling Gridlock.
    Things going off to either side are monorail tracks, shield generator is just there to show why one side of the garage is so bland (so people don't escape the map).

    I don't want to fuck up again, so what do you guys think?
    ODST style architecture is very smooth. There are hardly any sharp edges.
    http://www.bungie.net/images/Games/J...Concept-12.jpg

    Now there are angular shapes. However, these angular shapes are very smooth. Don't be afraid to use triangles. Halo can take a lot more triangles than you think. It just requires good portaling. Pretty much everything is made out of metal. I don't think there is any concrete in the picture and there is no rust at all.

    Most damage is done in the form of dents, scratches, debris, and broken glass.

    http://nerdiest-kids.com/wp-content/...concept-06.jpg

    If you look at this concept art, there are a few sharp edges and alot of angular patterns unlike what was in the previous concept art. However, this style is completely different from what you have shown in any of your gridlock pictures.

    You also need to get better fucking textures. The textures in gridlock are terrible and make my eyes bleed.
    E: you have hte texture materials all wrong. Its almost as if you never looked at the concept art. Your textures are also way to noisy. In the concept art, the textures are smooth and have common angular patterns etched into the surface. Almost like the forerunner but more modern in a sense.
    Last edited by Disaster; November 2nd, 2009 at 04:25 PM.

  10. #5700
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post
    It just requires good portaling.
    this this this thissssssssss

    Halo can take up to around 30k polys without clipping in most parts in the playing field. Anything past 35k is gonna require portals to run smoothly and have no clipping. Halo can take up to around 75k per BSP with good portals before getting lagged with major clipping. Use triangles wisely, but don't be afraid to use them at all.

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