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Thread: Quick-Crit 2010

  1. #751

    Re: Quick-Crit 2010

    I had made this Garand for a Maya project a few months ago during the semester. Never got around to doing the low poly and texture. Decided to use the model to play around with some render settings, and hopefully when I get some free time I can do the low poly and finish it up.






  2. #752

    Re: Quick-Crit 2010

    last two renders look nice, first two are meh.

    model looks nice too, except for the triggerguard not really living up to the same kind of detail as the rest :P

  3. #753
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by =sw=warlord View Post
    Shader comparison time:
    I know these are different objects, but the shader in the newer picture will be using the same material as the sentinel wall.
    New shader I'm working on.
    http://img9.imageshack.us/img9/7839/...0400174539.png

    old shader:

    http://i43.tinypic.com/2hno02a.jpg

    Anything anyone think's would help improve the look of the new shader would be greatly appreciated.
    The metal looks too grainy. It needs more grime added to it to be effectively nice looking IMO. On top of that, the metal should also be as reflective as tin, but also seemingly absorb the sun at the same time (I hope that makes sense). If you look at Forerunner Architecture in Halo3, you'll see this kind of effect, although I'd focus on increasing the griminess first.

  4. #754
    Senior Member =sw=warlord's Avatar
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    Re: Quick-Crit 2010

    You mean a bit like this?


    Also I'm wondering if anyone who has experience with making particle effects can give some tips for the teleporter effect's I've been making.

  5. #755
    halord Futzy's Avatar
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    Re: Quick-Crit 2010

    Send me the model/unwrap and I'll give texturing it a go

  6. #756
    halord Futzy's Avatar
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    Re: Quick-Crit 2010



    I have plenty of overlap, idk whats with the seems
    Wasn't sure if you actually wanted the metal to be that tan color, but i can easily change it if you did

    e: seams are in the render but not through the viewport with direct x shader
    [thumb]http://img266.imageshack.us/img266/1374/95846117.jpg[/thumb]
    Last edited by Futzy; June 13th, 2010 at 04:29 PM.

  7. #757
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010

    First attempt, am I doing it right?


  8. #758

    Re: Quick-Crit 2010

    edges way too tight, like everyone else on these forums is doing.

    also, floaters are bad, and try to avoid intersecting stuff into eachother, because it doesnt make for nice seams.

  9. #759
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010

    Okay, cheers

  10. #760
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2010



    Neuro the edges look better? Compared to the edges on the rails with the half circle cut out.

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