Moderator
M
Moderator
11:21, 13th Jun 2013
Deolrin:Ah, I've been waiting for you to submit that one. Excellent model.
But... I can't help but notice a couple of minor flaws. First of all, you should recalculate the extents(easily doable in Magos, ask me if you need help), because right now, when you hover over the model, the health bar floats way high up in the sky. To be honest, I think this also applies to your Naga Vault, and possibly the Tentacled Guardian, so please recalculate the extents on both of those as well. Another problem is the excess of geosets - you can easily merge most of the geosets that use the same material, especially the watery ones. Again, if you need instructions on how to do that, please contact me. This should save a bit of file-size.
One of the more noticeable problems is the wonky texture animation(the Portal effect). It's very quick, and the portal itself is awkwardly wrapped. I suggest you to re-wrap both Portal geosets so that they utilize more of the texture. More importantly, you should change the material to "additive" - that way, the awkward edges will disappear. If you do so, however, you should also change the alpha to 1, instead of 0.5, because Additive is less visible than Add Alpha. From my experimentation, this looks a lot better than your current version, and a lot less wonky. If you have other ideas to get rid of the "wonkiness" of the portal animation, please try them out as well.
Finally, I noticed that during the Birth animation, for a split second while the watery building is "establishing" itself, parts of the fully textured building show up(only for a split second). I assume this is a material\geoset animation issue that can be easily fixed, but if it isn't, or it's a design choice, then that's fine as well. I just think it looks a bit awkward.
20:20, 15th Jun 2013
Deolrin: Eh... As much as it pains me to say so, the portal is STILL wonky in-game, and the health bar is still floating up there in the sky. I'm really unsure about what's up with that, but I suspect it has something to do with the portrait glow. Try temporarily removing it and then recalculating the extents, maybe that'll fix it. Otherwise, I'm unsure. You should ask more experienced modelers than me.
Also, don't forget to merge those last few geosets I mentioned in my VM.
Moderator's Review:
portal looks okay to me, but the animated water in the birth animation doesn't.. try to fix that somehow
Okaay.. wrap height and width on every single water-related blp you imported, take a small break, and delete the portrait's glow, calculate extents and test. should have majority of stuff solved, i hope >.>
Finally working properly. Good job
Deolrin:
But... I can't help but notice a couple of minor flaws. First of all, you should recalculate the extents(easily doable in Magos, ask me if you need help), because right now, when you hover over the model, the health bar floats way high up in the sky. To be honest, I think this also applies to your Naga Vault, and possibly the Tentacled Guardian, so please recalculate the extents on both of those as well. Another problem is the excess of geosets - you can easily merge most of the geosets that use the same material, especially the watery ones. Again, if you need instructions on how to do that, please contact me. This should save a bit of file-size.
One of the more noticeable problems is the wonky texture animation(the Portal effect). It's very quick, and the portal itself is awkwardly wrapped. I suggest you to re-wrap both Portal geosets so that they utilize more of the texture. More importantly, you should change the material to "additive" - that way, the awkward edges will disappear. If you do so, however, you should also change the alpha to 1, instead of 0.5, because Additive is less visible than Add Alpha. From my experimentation, this looks a lot better than your current version, and a lot less wonky. If you have other ideas to get rid of the "wonkiness" of the portal animation, please try them out as well.
Finally, I noticed that during the Birth animation, for a split second while the watery building is "establishing" itself, parts of the fully textured building show up(only for a split second). I assume this is a material\geoset animation issue that can be easily fixed, but if it isn't, or it's a design choice, then that's fine as well. I just think it looks a bit awkward.
20:20, 15th Jun 2013
Deolrin: Eh... As much as it pains me to say so, the portal is STILL wonky in-game, and the health bar is still floating up there in the sky. I'm really unsure about what's up with that, but I suspect it has something to do with the portrait glow. Try temporarily removing it and then recalculating the extents, maybe that'll fix it. Otherwise, I'm unsure. You should ask more experienced modelers than me.
Also, don't forget to merge those last few geosets I mentioned in my VM.
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Finally working properly. Good job