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Acumen

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Everything posted by Acumen

  1. i think the spots where the 2 wire sections cross each other don't look right on the fence. cause normally there's quite some pressure on these things so there is no visual gap inbetween the cross-sections. should be pretty easy to fix when you worked with splines, though
  2. man that wine cellar is so awesome. im not really a big fan of the outside mood and dislike these style mixes on all the different buildings and textures but that wine cellar is so awesome. did i mention that that wine cellar.... ? these huge wodden barrels and stuff its one style throughout the wine cellar scene - lovely \o/ i'd love to see the texture map of this, cause it looks so crisp and sharp if i'd be playin that mod, i'd hide in the cellar all day. really cool atmosphere you created there
  3. besides from what teddybear said, i think these 2 very blueish doors dont really fit in there. first the texture itself looks quite new when you compare it to all the crackin walls and stuff around it. it sure has a little dirt on it but the way the stairs and walls look like i'd expect not something that elegant (even with some detailled grid in it - I'd expect the grid to point inwards as if somebody kicked against it, or even some parts of it missing....) as doors, you know, only very simple wooden things, that almost fall out of the door hinge, i dont know, thats just my opinion though ^^ well and the color is off, too, imo. it really sticks out of the scene, which is totally yellowish, like teddybear said. maybe if you'd tweak that, the blueish doors would blend in the environment a bit nicer
  4. halflife halflife2 metal gear solid 1-3
  5. ahaha, did this doodle in 5 minutes 926 triangles ahahaha, just kiddin :embarassed: ignore me
  6. i don't know, but my 2nd intention/argument was for the better uv usage, too O_O well....won't go further into that, on such a simple model btw i vote for the black car too !
  7. could have saved quite some polies on the tower roof, st0lve would have also made the uvmapping "easier" - if you can say that on such a low poly model
  8. just had my try at this tutorial yesterday and today again and i must say its reallly good doesnt say things like "and the rest you should be able to find out" but explains it all from start to finish, which is something i really appreciate about tutorials my go looks like this (no real detail or anything and i doubt it can be used ingame for various reasons but still i went through the process of creating a normal map which was really interesting to see - so thanks a ton for that tutorial):
  9. Acumen

    My Orc

    i really dislike the lower lip cause it has this razorsharp edge but the rest looks awesome \o/ the white handprint on his face fits perfectly. he got slapped
  10. why do these 2 O's and the G in morningstar hotel have to be that blocky the R's look just fine and don't seem to have that few edges - i don't know, such things distract me ^^ cause the rest is so nice but the blocky parts destroy it for me :/
  11. hehe your model totally reminded me of this one from pior oberson http://www.pioroberson.com/modelpics/3d ... y_pose.jpg http://www.pioroberson.com/images/3d_aquaboy01.jpg http://www.pioroberson.com/images/3d_aquaboy03.jpg what i was wondering about, is, the uvmap on that collage looks quite quite stretched is that really alright ? looks really weird to me as if you forgot to use some checkermap. cause the proportions of the head looks as if you'd need to scale the uv's horizontally quite a bit. but i really like the zbrushed version. while the lowpoly model didn't look like it you improved the modeling too much on the last models, cause it has still the same itches but the zbrush hipoly thing is very very lovely. i like it very much \o/
  12. as like 100 people kept commenting on your weird uv's i just took one of yours and rearranged it a bit to show what we all are talking about....while this might still not be perfect the use of the tiny space is better as i was able to scale up every single piece of your uvmap, which ends up in being able to have a "sharper" texture if you can talk about "sharp" at such a tiny res anyways well i hope that helped a tiny bit, if not, i need to get my 3 invested minutes back from somewhere else ^^
  13. yeh i mean, of course people will give those the vote who have an original building and executed that well. still its not too clear to me whether its about originality or general quality. maybe make things a bit clearer about things being original or not to give some mor strict guidelines about the them but anyways, was just asking if it is allowed to do so
  14. so just out of curiosity, does that mean, i could take some rts game and remodel and retexture the buildings near to a "copy" of the original building. i mean, im not talking abou ripping it out of the game, but just recreating the entire building from scratch. that would be allowed ? just wanted to make that sure
  15. weee, congrats. you got my vote, sir awesome texture you did there \o/
  16. omg just found that video on a newssite. its some ingame footage of tf2 \o/ i think some of the scenes are of cinematic nature, but still, im just in love with the graphic style http://club.idg.hu/gamestar/gc/movie/da ... ress_2.wmv
  17. i think that oversharped look comes from the catmull rom render mixed with the jpeg saving settings. looks alright in editor view
  18. thanks just finished the ladder texture. so that round thingie in the above post is the top of it and can be (supposedly) opened/closed if the mapper decides to do so anyways here's the pic:
  19. Dennispls you really improved your model ! nice optimization. the legs are really good now so are the alphamapped parts. really lookin forward to seein your texture. hope you can pull it off in the next days really my only only only complaint would be the 2 rather large edges on the back of the leg, where it connects to the tail. just turn these edges and it would look perfect \o/ anyways, i hope all the contestants will get their model done, cause its quite few people, that only participated
  20. meh, only 3 more models and that stuff is done and im finally relieved \o/ um its like a "door" that closes a rounded walk-through, underneath will be an accessable ladder that im about to texture next...
  21. thanks guys i updated the upper pic (i attached the arms directly to the upper body and not just moved them into it) and just finished the uv's:
  22. exactly my refpic of baby sinclair 7 days, till i need to start on the texture ^^
  23. oh sure, spellbinder ill just replace the upper picture after dinner
  24. cj and me said we shall participate in that contest as well \o/ so here's my wip so far, maybe you guys can recognise it it has exactly 350 triangles
  25. wow that is awesome some closeups and wires would be lovely. im all for such wireframe renders \o/
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