Lord Ned Posted November 4, 2009 Report Posted November 4, 2009 Diggin it' the0rthopaedicsurgeon. Yay working on different parts at my leisure. Quote
Nysuatro Posted November 9, 2009 Report Posted November 9, 2009 a cartooncharackter I had to make for school Quote
Nysuatro Posted November 10, 2009 Report Posted November 10, 2009 You can see santa in every person Quote
Seldoon182 Posted November 10, 2009 Report Posted November 10, 2009 Ah ah! I love that character! Quote
Simpletool Posted November 15, 2009 Report Posted November 15, 2009 Hi! First time poster here. I'm looking for some critiques of my first model (a tent if you're still wondering) and texture, built in 3ds max for the purpose of becoming a prop. The skin itself is 2048x2048 which I'm not sure is too large for something like this, the transparency map for the skirt (the flaps of cloth hanging off the edges of the top) is missing (forgot to add to compile), I also haven't had the opportunity to create a normal map yet. The skin was my biggest concern because the geometry turned out pretty much how I envisioned it, the cloth texture was difficult for me because I wasn't sure how to add interesting detail to a plain washed out cloth without going overboard on dirt. The blue paint was something I added to help out some with this issue but I didn't want to go overboard on that either. The model is 788 polys and large enough to allow a player to walk in and out with little headroom. Again any critiques are appreciated. Quote
Lord Ned Posted November 23, 2009 Report Posted November 23, 2009 Why is this thread so dead? > Simple: What's with the top of the "V" (Upside down) where the tent flaps are... Looks like it goes through? >.> Please, critique the shit out of it, out of edge flow, etc. I'm aware it's missing a backpack, some tools (A mining axe). Also: I need to stop looking at edgeflow. All of the 'professional' models I see never have straight lines for very long... My models always end up with straight lines. :/ Quote
Simpletool Posted November 23, 2009 Report Posted November 23, 2009 Simple: What's with the top of the "V" (Upside down) where the tent flaps are... Looks like it goes through? >.> I forgot to add the transparency map to the model when I compiled it, and I just haven't had the opportunity to do another compile. So for now I'll just throw up this older render in Max. Quote
Lord Ned Posted November 23, 2009 Report Posted November 23, 2009 Doesn't seem to be a lot of feedback going on in this thread. Quote
Wesley Tack Posted November 24, 2009 Report Posted November 24, 2009 Doesn't seem to be a lot of feedback going on in this thread. You could have used that post to give feedback too Besides, I thought the whole concept of these random model threads was to just show people what you are working on, like 1 WiP shot instead of making a new thread for it (which is something some people posting in these threads should do, as some post multiple WiP shots that don't have that much changes made to it, which is something that you can create your own thread for). But then again, maybe I'm missing the point of these threads... Quote
Lord Ned Posted November 24, 2009 Report Posted November 24, 2009 I guess. See my post above and my post previous to that and I've given feedback every time I've posted. The map pimpage thread seems to give a lot more feedback than this one does, too me it's kinda just the same thing for models as it is for maps. Quote
Wesley Tack Posted November 25, 2009 Report Posted November 25, 2009 The map pimpage thread seems to give a lot more feedback than this one does, too me it's kinda just the same thing for models as it is for maps. Start mapping then! Maybe mapping gets more feedback since this is still "map"core and also doing a full map is a bit more of an undertaking then making single props, how nice they may be. Quote
Grinwhrl Posted November 25, 2009 Report Posted November 25, 2009 Game-artist.net is a good place to go for better mesh making feedback. Not to drive people away from here, but I think most of mapcorians are also vets of Gameartist by now anyway, heh. Quote
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