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Thread: Quick-Crit 2008-2009

  1. #5871
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Some improv I did on my guitar last night: Link

    A lot of it may seem off beat because I quickly edited the better parts into one 45 second clip (the entire session took 30 minutes). I gave it the title I did because a couple of days ago I was doing a variation of the same chords/effects and a friend walked in, heard what I was playing, and said, in a grungy/metal voice, "Croatia Stronggggggg!!!" It gave me a laugh, so that's what I stuck with.
    Last edited by MetKiller Joe; November 15th, 2009 at 11:22 AM.

  2. #5872
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    Re: The Studio Quick-Crit Thread



    Im working on a high poly model of a air conditioner unit outside of a building. I'm sub-dividing it, and im kinda stuck. How should I properly make the edge loops on the square on the unit so it looks proper when I meshsmooth (on the wall, not on the inside of the square)? I'm kinda confused. Even if means redoing that wall, but yeah.

  3. #5873
    InnerHoaers mech's Avatar
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    Re: The Studio Quick-Crit Thread





    I actually have an unnecessary loop on the object, but it doesn't matter.

  4. #5874
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    Re: The Studio Quick-Crit Thread

    Thanks.

  5. #5875
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Can we see a ref?

    For something that simple, I think you could just integrate those meshes into the box (and if this is unreal you don't even have to integrate the meshes, you just have to attach the meshes to the base mesh), since the tri count wouldn't explode (maybe for those cylinders at the bottom you could bake em into a normal map).

    If this is for the sake of practice, apply the turbsmooth modifier to the base mesh and fool around connecting edges. Just screw around with how close the edges get to the main edge and such. But to be honest, you don't need to turbosmooth a box, unless you are planning to have round corners (and air conditions are usually made of sheet metal which will create sharp edges at the joints).



    If you do want the smoother edges, you would want have edgeloops farther away from the main edge to give it that smooth appearance you see above.

  6. #5876
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    Re: The Studio Quick-Crit Thread

    Yes I know.. This entire thing is the high poly for the normal map. The picture I posted isn't even close to done. When I'm done modeling this, I'll go and make the low poly.
    e: oh and mine wasn't aiming like that; I was going for a wall unit on the side of a building.
    Last edited by Higuy; November 15th, 2009 at 01:24 PM.

  7. #5877

    Re: The Studio Quick-Crit Thread

    dont 'optimise' it like you would a lowpoly, just quickslice away for a big box-thing like that.

  8. #5878
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    Re: The Studio Quick-Crit Thread

    How's this?


    Probably going to add some more details like wires coming from the electrical box on the side, and some other stuff. Then I need to make the stands on the bottom and back so it can stay on the side of a building.
    E:
    Last edited by Higuy; November 15th, 2009 at 04:33 PM.

  9. #5879
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks good so far. Keep it up.





    making a CE map after a long ass time. Its kind of like a temple/grave-yard.

  10. #5880
    quatamalos NuggetWarmer's Avatar
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    Re: The Studio Quick-Crit Thread

    Maybe you should finish this one. :O

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