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Thread: Quick-Crit 2008-2009

  1. #5731
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    Lightpost removed, no issues there.

    Going to just start with a base and remake the lightpost as its own object, as suggested earlier.
    Since there will be mulitple lightposts, all I need to afterwards would be duplicate them.

    Also, I don't like that wall at the left. I'm going to go place some shops or integrate it into something before Snaf yells at me again. :3

    Last post for now, unless someone tells me to fix something and I make another render to prove it.
    Last edited by English Mobster; November 3rd, 2009 at 10:21 PM.

  2. #5732
    left halo
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    Re: The Studio Quick-Crit Thread

    Do us all a favor.
    Don't randomly inset/extrude for detail, it looks both hideous and retarded.

  3. #5733
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    btw con some very important observation! that car does not have a gull wing door but a scissor door!

  4. #5734
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by n00ber View Post


    the lines are not my fault, its the uvs. i know the ears are weird, because i sux at making custom ones so i just googled up some ears and photoshoped them in. i am new at skinning so yea. the eye brows suck also i know.



    E. oshi-, need to resize image :C
    EE. oshi-, forgot to post link to the model: http://www.fpsbanana.com/models/974
    Few things... overall you're doing it wrong.

    The eye for example... you painted the eyelid on the eyeball for some reason... your geometry should make that shape for you, you shouldn't have to paint it on. Plus... when you go to move that eyeball (because you did make a cube, and smooth it a few times... then stab it inside his head...) you'll want to be able to actually move it around without the eyelid following it like that... not fun.

    Also, use photo reference for everything there, not just the ear. You're still a novice at this stuff, so you don't know how to add which colors into certain places to make the diffuse map look realistic. Right now you just have a flat "skin" tone with shades of gray painted on top of it.... that's not what people's faces look like unless if we've been standing over a fire all day with smoke and stuff billowing in our face to just dirty it up.

    Lets take this guy for example.




    Look at how the different colors in his face blend into eachother, and where the different colors are.

    For a better look at how it should look in your texture... looky here.


    Notice how pretty much anywhere that there is small amount of flesh between the skin and bone you end up with a more yellowish tone (cheekbones, bridge of nose.. stuff like that) and notice how anywhere that a lot of blood would go through you end up with a lot more red in that area (cheeks)... and areas that are more... sensative? (eyelids and lips) have some blue to them.

    These references are a bit shoddy becuase of how he used straight photo reference for most of it, and so you get a lot of shadows and such from that already built in. If you're going to be painting it all rather than using a photo reference you'll want to run an Ambient Occlusion pass on your model to get a base texture file to start with which will basically be shadows and such for your map.

    Pictures from the rambo model came from here.

  5. #5735
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by CLS{GRUNT} View Post
    Do us all a favor.
    Don't randomly inset/extrude for detail, it looks both hideous and retarded.
    If the camera would zoom out a little bit, you would see that that little "inset/extrude" in the corner there is actually a bit more than that.

  6. #5736
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by English Mobster View Post
    If the camera would zoom out a little bit, you would see that that little "inset/extrude" in the corner there is actually a bit more than that.


    Extrudy bits.

  7. #5737
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    They're a cheap way to add detail, and it doesn't really work.

  8. #5738
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Attempted this and failed miserably... I seem to suck at modelling nowadays.

    *Closes 3ds max and gives up*

    Here is a render, it looks like shit. Literally...

  9. #5739
    Movie Maker Siliconmaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Con View Post
    They're a cheap way to add detail, and it doesn't really work.
    Unless you're doing forerunner stuff. Lol. Then it works to an extent, as long as you mix it up.

  10. #5740
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Siliconmaster View Post
    Unless you're doing forerunner stuff. Lol. Then it works to an extent, as long as you mix it up.
    It works great on anything else too; unless thats all your doing and doing it alot.

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