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Thread: Project Aftershock

  1. #121
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    I decided to start over with the spartan biped.
    This one inspired by Jorges helmet but without the attachments.
    Im using the concept art from bungies website for this.
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  2. #122
    Rocket jump! Lateksi's Avatar
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    Re: Project Aftershock

    Looks good so far but without the attachment, the front is dull.
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  3. #123
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Project Aftershock

    Putting a small indent in the middle of the sun visor would help fix that. Other than that, lookin' pretty good so far.
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  4. #124

    Re: Project Aftershock

    superb next-gen highres crysis-standard assets you've got there!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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  5. #125
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by neuro View Post
    superb next-gen highres crysis-standard assets you've got there!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    You mean current gen, technicaly it would be past gen considering Crysis came out in 07.
    Quit the bitching about me not making high poly models, It was shit like that which got the thread locked the first time around.
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  6. #126

    Re: Project Aftershock

    so start doing a better job, it's not like it's hard, and there's a ton of tutorials on how to do 'past gen' stuff as you call it.
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  7. #127
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Project Aftershock

    My advice to you is to complete your assets one by one, with current gen (not past gen ) techniques. And stop clay rendering it hides mistakes and you can't get proper crit. Your work won't be well received until you show you're doing more than past gen engines can use. Stop getting mad and actually put the work in to get the responses you're looking for and stop arguing with the actual good and reliable critique and advice you've gotten.
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  8. #128
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by neuro View Post
    so start doing a better job, it's not like it's hard, and there's a ton of tutorials on how to do 'past gen' stuff as you call it.
    Let me ask you something, if the techniques im using are getting the results im looking for, then what exactly is the issue?
    If for example i was modeling a organic object then yes, higher polygons would be better, but at the moment i would rather get what im learning in the books that i've got down first.
    I have actualy invested money into teaching myself this not just looked up tutorials, so do not accuse me of not making an effort.
    Using current generation techniques is not the key to "doing a better job" the results are, as far as i am concerned, plane modeling the objects are purely a means to an end, i do use some sub-D but not much, i would rather use what i make with sub-D for example files, not as assets for a mod im working on.


    Quote Originally Posted by SnaFuBAR View Post
    My advice to you is to complete your assets one by one, with current gen (not past gen ) techniques. And stop clay rendering it hides mistakes and you can't get proper crit. Your work won't be well received until you show you're doing more than past gen engines can use. Stop getting mad and actually put the work in to get the responses you're looking for and stop arguing with the actual good and reliable critique and advice you've gotten.
    Here's a few renders without the clay lighting.
    There are some smoothing issues I need to clean up, as well as one or two non-planars that have escaped me, but those will be cleaned up soon.
    Im not getting "mad" at all, My only gripe is that people seem to think because objects can be put into older games, they should which I find to be completely wrong.
    There are many games with assets in them that could be supported by older games such as Modern warfare 2, Left 4 dead 1&2, Halo 3& ODST are just some examples.
    I have actually put some effort into this project, As you know from our conversation few weeks back, I have actualy invested in a fair bit getting afew books you've suggested and currently have around 1GB worth of text tutorials.
    I am currently working on the spartan now, I have a working map prototype, I have scenary and bases with custom particle effects linked to them, So now I want to work on getting a custom spartan biped ingame.

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  9. #129
    Neanderthal Dwood's Avatar
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    Re: Project Aftershock

    Man I came in this thread looking for people posting good crit, with warlord taking it well, as well as some neat gameplay possibilities. All I see is page after page of hatin' from one party or the other.
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  10. #130
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    Let me ask you something, if the techniques im using are getting the results im looking for, then what exactly is the issue?
    If for example i was modeling a organic object then yes, higher polygons would be better, but at the moment i would rather get what im learning in the books that i've got down first.
    I have actualy invested money into teaching myself this not just looked up tutorials, so do not accuse me of not making an effort.
    Using current generation techniques is not the key to "doing a better job" the results are, as far as i am concerned, plane modeling the objects are purely a means to an end, i do use some sub-D but not much, i would rather use what i make with sub-D for example files, not as assets for a mod im working on.
    What are the results you're looking for? So far, it all really seems lacking in dimension and detail. Are you producing a mod simply for yourself or for an audience? If it's the later, you really need to step it up more and get more out of your work.

    Current gen techniques in a current gen engine are very much part of the end result, and you need to remember that.

    Sub-D are very much an important part of your assets, use them to generate normal maps and get some visual appeal into your mod, which it is very much lacking.
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