Page 602 of 645 FirstFirst ... 102 502 552 592 600 601 602 603 604 612 ... LastLast
Results 6,011 to 6,020 of 6443

Thread: Quick-Crit 2008-2009

  1. #6011
    Senior Member teh lag's Avatar
    Join Date
    Oct 2006
    Posts
    3,566

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by ODX View Post
    Sigma Sniper Rifle MkII Animations:
    Edit: Don't mind how the gun doesn't entirely disappear off the screen when it goes away, in-game it will since it's moved back slightly.
    Movement overall is a bit over-exaggerated for my taste, but you obviously know how to control things. It's got a flail-y appearance throughout (especially on the end of the melee) which I'd like to see toned down some.

    The recoil on the fire seems unnatural. Too slow? Too little? Maybe a bit of both? I'm not sure. The bolt pull (or whatever it is) at the end could use a bit more movement contrast - have the gun move some in the opposite direction to give it more definition.

    At the end of the reload, you definitely have too much "empty" motion before you return to the origin. Maybe it's just from the hand... I get the feeling that the amount of movement going on there is too much though.

  2. #6012
    Senior Member Terror(NO)More's Avatar
    Join Date
    Dec 2006
    Location
    Georgetown, Kentucky
    Posts
    382

    Re: The Studio Quick-Crit Thread

    Meh, need to know if my unwrap on my box is good or not. Or if it needs to be unwrapped another way. I tried 256x256 but it didnt show small parts of UVW. Well here you go need crit/suggestions. Just one of the bunch of props I am making.





  3. #6013
    Free Kantanomo English Mobster's Avatar
    Join Date
    Nov 2008
    Location
    Southern California
    Posts
    1,932

    Re: The Studio Quick-Crit Thread

    Oh, hello Terror. Long time no see. I thought you were banned?

    I'm no expert, but I can tell you that there is a lot of wasted space on the UVW. You can split it apart at so many places and make parts bigger, but you insist on keeping it all connected, even though that simply wastes space.

    I know you might be worried about visible seams, but you really shouldn't be worried about visible seams on something like that when you're wasting so much potential space.

  4. #6014
    am I an oldfag yet? Heathen's Avatar
    Join Date
    Feb 2008
    Location
    a
    Posts
    9,534

    Re: The Studio Quick-Crit Thread

    I dont know anything about UVing, but why is wasting space such a big deal?

  5. #6015
    Hmmm... MetKiller Joe's Avatar
    Join Date
    Sep 2006
    Location
    Somewhere in space-time
    Posts
    1,196

    Re: The Studio Quick-Crit Thread

    Because you are under-utilizing a resource. If I have a 1024x1024 texture and half of it is unused, the unused bit will still be put into graphics memory but not used. It is like setting aside space for nothing, but, in games as with any piece of software, the goal is not to bloat the program (least space used is better for loading times and other stuff), so detail that could have been put into memory isn't. That wasted space has the potential to become useful.

  6. #6016
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: The Studio Quick-Crit Thread

    Terror if you've ever paid attention on these forums, or anywhere else, you would know that's terrible.

  7. #6017

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Heathen View Post
    I dont know anything about UVing, but why is wasting space such a big deal?
    the more space used, the higher res the texture will look. basically. also performance purposes

  8. #6018
    Senior Member Terror(NO)More's Avatar
    Join Date
    Dec 2006
    Location
    Georgetown, Kentucky
    Posts
    382

    Re: The Studio Quick-Crit Thread

    @Snaf, I know it was not so good, reason being why I came here and asked what to do in other methods so I could utilize more space. Problem solved, for most part. Still a little bit of unused space, but not nearly as much as before.


    ----------------Box------------------------ Oh gee toilet paper roll--------
    Last edited by Terror(NO)More; November 29th, 2009 at 01:21 AM.

  9. #6019
    am I an oldfag yet? Heathen's Avatar
    Join Date
    Feb 2008
    Location
    a
    Posts
    9,534

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by MetKiller Joe View Post
    Because you are under-utilizing a resource. If I have a 1024x1024 texture and half of it is unused, the unused bit will still be put into graphics memory but not used. It is like setting aside space for nothing, but, in games as with any piece of software, the goal is not to bloat the program (least space used is better for loading times and other stuff), so detail that could have been put into memory isn't. That wasted space has the potential to become useful.
    Got ya.

  10. #6020
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: The Studio Quick-Crit Thread



    The bottom part, and the part up the top right are identical... so overlap them, put one on top of the other, seeming as it will probably use the same graphics and details...

    If you do that you can make the whole unwrap "larger" so there is more space for smaller details ect...

    I noticed you have unwrapped the top bits and they have come out as a square, well detach the verts and rotate the long strips horizontal so they are side by side, it isn't like you need to add detail to them parts...

Thread Information

Users Browsing this Thread

There are currently 7 users browsing this thread. (0 members and 7 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •