Page 45 of 134 FirstFirst ... 35 43 44 45 46 47 55 95 ... LastLast
Results 441 to 450 of 1331

Thread: Quick-Crit 2010

  1. #441
    a bit of the old in-out Roostervier's Avatar
    Join Date
    Jan 2007
    Posts
    3,379

    Re: Quick-Crit 2010

    use an ammunition animation and set the last frame to have the slide back, then offset the slide in the reload-empty animation (when its open itll look normal on the gun in max, when its closed itll look moved too far in, again in max. in game itll work like its supposed to).

    or if the arguments over the gif stuff, just leave it back in the fire animation when you render it so it looks right as a gif. not that hard

  2. #442
    swisha...swisha...swisha Darqeness's Avatar
    Join Date
    May 2007
    Location
    Camden, Australia
    Posts
    197

    Re: Quick-Crit 2010

    Meh, my first (kind of finished) gun model. Based o the .45 in Marathon:





    Don't think i shot myself in the foot using only a single, side reference?

  3. #443

    Re: Quick-Crit 2010

    Perhaps. Seems a bit thin. I'd suggest extracting some in-game sprites and using those to help figure out depth and all that jazz.

    Marathon is freaking amazing though.

  4. #444
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: Quick-Crit 2010

    Your level of detail varies greatly over the mode, and you should avoid simply extruding faces inwards to create details. The handle looks way too thin from the front too. Also, clay renders aren't very good for crit because they hide a lot of the surface variances so try a different lighting setup. It's pretty good for a first gun model, though. Keep at it.

  5. #445
    HA10 Limited's Avatar
    Join Date
    Sep 2006
    Location
    England
    Posts
    7,800

    Re: Quick-Crit 2010

    Quote Originally Posted by Llama Juice View Post
    Still playing with trying to learn how to hand paint textures.
    Omg llama, if only you could texture the game design I'm working on, it would be perfect.

    Great work

  6. #446
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,216

    Re: Quick-Crit 2010





    I dunno what I like more with it...

    Gotta move on.

    Ignore tiling issues.

  7. #447

    Re: Quick-Crit 2010

    decided to brush up on my texture skills a little it, decided to re-do an older one.



    original texture is at 2k.

    normal is based off a rough highpoly, (just some slightly deformed boxes) and those metal thingies that are all over it.


    final mesh and such:
    Last edited by neuro; March 28th, 2010 at 11:45 AM.

  8. #448
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,216

    Re: Quick-Crit 2010

    Can we see the model it's for? :P

    I don't really have anything negative to say about it haha. My one "crit" is more of me just wondering what material that thing at the top is supposed to be (the thing with the orange bits strapped to it) The spec for that confuses me haha, I'd probably try to push that part darker in the spec, and let the orange thing really take the spec.

    I'm also playing with texturing still. Mine's a more stylized requirement though, so everything is hand painted and weird to do for me.





    Not sure if I like it darker or lighter.

  9. #449
    Hmmm... MetKiller Joe's Avatar
    Join Date
    Sep 2006
    Location
    Somewhere in space-time
    Posts
    1,196

    Re: Quick-Crit 2010

    @neuro: The textures seem fine; the only tiff I have with it is that the normals seem a little too intense/sharp. Is that all handpainted or are you photo-sourcing some stuff?

    @Llama: What about making the flowers in the darker version lighter? More pop and contrast.
    Last edited by MetKiller Joe; March 28th, 2010 at 11:56 AM.

  10. #450
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,216

    Re: Quick-Crit 2010

    I made the flowery bits darker to try to make them be less noticed... and it helped make it seem attached to the background stuff a bit better IMO. I'll brighten it up a tad though.

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 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
  •