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P.I.W Modnar

Posted: 26 Jan 2011, 23:10
by PicassoCT
Well, this thread is like random w.i.p, but its not nice. You are only allowed to say destructive things, in fact the best thing that can happen to your work in here, is no coment.

1. You got to use smurfs, so this doesent result in a instant flamefest.

2. Your crictic has to be exact, it has to have reason. "I have a bad feeling about this, because i dislike you in general!" is not valid.

3.If you dislike something, because of its distinctive style, genre (Comic, Anime, Realism, SciFi) you are out.

4. Constructive Criticism would be nice.

5. No nice things, no cheers, no awesomes, no hugs.

6. Do not defend your work with words. You posted it in here, remain silent, post another picture, silence others.

Somebody got to be first in the swimmingpool of accid, might as well be me.

Image
Secondary Texture is new.

Re: P.I.W Modnar

Posted: 26 Jan 2011, 23:12
by Wombat
You are only allowed to say destructive things
my fav thread <3 where did u take this metalish texture? its epic, me wants. more buildings like this plox

Re: P.I.W Modnar

Posted: 26 Jan 2011, 23:45
by weepee
Since I am not allowed to say how much I like your ideas and work, I will only blame you for not having opened this thread months ago.

Re: P.I.W Modnar

Posted: 27 Jan 2011, 00:06
by SpikedHelmet
Since this is about actual criticism

I'm actually quite amazed at that Citadel. Based on the actual texture it looks like it's actually pretty decent graphics work, but somehow you've managed to take that moderately well-done texture and make your model look like a piece of complete shit. The first time I saw it I thought it was some crappy rendition of the Citadel given OTA .3do textures.

As I said I'm quite amazed, I imagine it takes some amount of skill to make something look that crappy in this day and age.

Re: P.I.W Modnar

Posted: 27 Jan 2011, 00:27
by knorke
SpikedHelmet wrote:shit crappy crappy
fixed.
amidoingitrite?

Re: P.I.W Modnar

Posted: 27 Jan 2011, 04:52
by Guessmyname
Take the shading gradients off the texture. It makes it look like it has smoothing errors. Generally, you should leave the shading of a model to the engine. It's best not to fake lighting in-texture; it'll cause trouble - at best causing the model to look doubly-lit (texture lighting + engine lighting) and at worst washed out, or outright wrong (when the texture-lighting does not match up with the ingame light source).

Insets / extrusions in the texture should really be handled by a normalmap.

Teamcolour is where?

Please, please in future post in-Spring pictures. Orthographical views make anything look unrealistic unless the whole world is done that way, which thanks to your background image it does not.

The pointy aerial bits out of the very top piece look a bit odd. Move them down to come out the piece below, arranged around the sides and it might look better.

Second piece down seems to have UVmap errors.

I honestly cannot tell what that base is. Is that supposed to be a mass of rubble? The strong colours in it aren't doing you any favours.

Having the windows on the ground bunkers be the same size as the faces they are on is a no-no. It highlights the simplistic geometry down there, and is one of the reasons it kinda looks 3do.

Just how big is this thing? Your wall chunks (the little brown bits at the very, very base - the tiny walls to the tiny bunkers) have an absurd amount of UV space compared to the rest of the model. I thought it was just a few planes using alpha textures to make a fence... then I compared it to your UV map...

Re: P.I.W Modnar

Posted: 28 Jan 2011, 16:17
by Wombat
sorry for delay, was ill last 3 days just managed to open blender.

Image

didnt play hl2 much so i dont rly know what vortigaunt is so changed quite much

http://terminus.pl/~seba/vorti.3ds