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Thread: Quick-Crit 2008-2009

  1. #6391
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post
    This isn't halo. Your allowed to fiscally spend polygons. Team Fortress is a game noted for its cartoony appearances. You want things to look as round as possible. What he has is suitable.

    http://everyday-gamer.net/images/pushlittlecart.jpg

    Take note of the wheels on the cart. Silhouette is where you need to spend the majority of your triangles.
    I was making my recommendations compared to the sharp edges of the bipeds in tf2. I thought his train was a bit high tris compared to the bipeds.

  2. #6392
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    That would be because characters tend to have more instances of them running around the map.

  3. #6393
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: The Studio Quick-Crit Thread

    in comes ross to set some shit straight

    quotin images cause i don't care B)
    Quote Originally Posted by Teltaur View Post
    Well, I'm now texturing this same Assault Rifle for =sw=warlord.

    I was wondering if you guys would mind telling me what I can to to make this skin better, and keep in mind, this is still a WIP. It'll be pretty obvious what is and isn't done, as the middle and grip plates both have pretty empty, undetailed areas:

    work on your scratch placement. i know it can be a bitch sometimes to work on or across seams, but those are usually the places you find damage - areas which stick out, and are therefore more likely to catch on things or get scraped along the ground. for instance, the average well-used steyr will accumulate so many scratches and chips along the entire left side of its optical sight it's not funny. the right is usually scratched too, as well as the front and back edges, but the left side is the worst because we lay the rifle on its left side (so we can see the white dot which indicates the rifle's on safe when we go to pick it back up). similarly, the left side of the stock is scratched to shit around the butt end, not so much around the right. think about which parts need to look worn and focus on those; add the rest later. try not to repeat my mistake of over-damaging it though (my ar skin looked fucking awful because i overdid the damage and overestimated where it would go).

    Quote Originally Posted by n00ber View Post
    i probably should, but im too lazy to look up a bunch of refs on google image . anywaay

    i need to animate dis bitch

    i need to unwrap dis bitch
    no, you need to finish dat bitch. you've got a lot of the details wrong, and even more are missing. you didn't even try on the right side, which is a really bad idea on an ar-15 series rifle given that it's tilted to the left when cocked to inspect the chamber (as far as I can remember). the magazine release tensioner on the left of the magwell shouldn't stick out at all; the circular extrusion around it only sticks out a few millimetres. the tensioner itself is longer, reaching back almost to the edge of the well. the entire back end of the lower receiver is wrong, and that's a major detail, not a minor one. the sights are missing the windage and elevation adjustment screws, probably missing the flip-type adjustment between a large ring and small aperture, the front sight is misshapen (when viewed from the front, it tapers towards the top gradually, before curving back outwards in the same manner as the garand's sights, in your case you just dragged them out from far too low a spot). you're missing the bayonet lug, you've got a thick cylinder in front of the forend which shouldn't be there, your cocking handle is too thin, and you didn't even bother to model any of the important shit on the right side except the bolt assist. if someone looks at that rifle from the right, they'll see no brass deflector, no ejection port, no dust cover, no mag release, no ridges around said mag release... these are all very obvious details that need to be on there. not working off refs is something you should avoid at all costs. don't just pass it off, say you're too lazy and release something barely worth looking at. take the time to go back and correct your mistakes before moving onto something else and making the exact same ones.

    e/ and clean your mesh up while you're at it, fucking hell

  4. #6394

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by n00ber View Post
    M16 model
    If you're looking toward getting that into Halo, I'd be willing to do FP animations for you.

    Or any other game, I'd like to try my hand at it.

  5. #6395
    Haerkashap n00ber's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by t3h m00kz View Post
    If you're looking toward getting that into Halo, I'd be willing to do FP animations for you.

    Or any other game, I'd like to try my hand at it.
    too bad it got deleted when i formatted

  6. #6396
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by n00ber View Post
    too bad it got deleted when i formatted
    nice, i thought your supposed to backup before formatting?

  7. #6397
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    The model wasn't really worth backing up anyways. He should do better on his next model.

  8. #6398
    and Masterz1337 too! Advancebo's Avatar
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    Re: The Studio Quick-Crit Thread

    PP-2000

    1798 Traingles
    909 Polygons





    Already backed this up

  9. #6399
    Teh_kid kid908's Avatar
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    Re: The Studio Quick-Crit Thread

    Was bored and wanted to make a late 19th - early 20th century style Vault door. What do you guys think?

    Vaulting on Old Times

  10. #6400

    Re: The Studio Quick-Crit Thread

    Looks like you used nurms all to hell.

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