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there are also airbrakes in the front, from what i have seen
low quality jobs up and down.
textures are inefficeint because they fail to represent:
A: the true shape of the car
B: your understanding of light on a surface
C: the effort that should be put into a scene

might as well cut out a picture, and you know how everybody feels about that

textures on something ridiculous such as perhaps a coil spring or something of that sort makes sens, but never for the body

polygons rule

Now, in the case of a large and detailed map with cool stuff, perhaps a texture would be in order, but really there is such a thing as art

ESPECIALLY since polygon manipulation that is so easy like in phun is so great for art, sometimes the polygons just make more sense
Last edited at 2011/02/28 01:10:33 by sheepborg
this scene is fantastic mechanically.
and it ran so smoothly.
very impressive 10/10
i like the style of this art
if i may ask, is there an original picture or something, and where could i find that?

very clean, good job :tup:
Last edited at 2011/03/18 21:26:52 by sheepborg
its just a copy of somebody elses -___-
clearly it is a miura kit for an old mini cooper
lol
10/10
Last edited at 2011/04/25 21:41:35 by sheepborg
beautiful job :tup:
next the wheels :P
9/10
beautiful graphics
but the fenders arent quite given justice by the shading, they are fairly large irl
i found the picture you used, and that explained the shading being like it is

the only other thing i see that could have some work would be the wheels, some non-spinning shading could have helped them a bit

over all though it is nice :tup:

ps, i am not dead.. and i have 4 pretty much done scenes sitting around, i just have to get to them
Last edited at 2011/05/02 03:48:32 by sheepborg
i always did like the part where it said "nyan"...
so beautiful :love:
really great job, and i am happy to see a highly detailed builder around
100/10 _o_
fantastic work once again :tup:
keep it up
10/10 easily
my thoughts exactly sanderwezep :bonk:

But seriously, credit should be given when you copy any part of somebodies work mr. caio
x-zibit .. yo dawg i heard you like turbos so we put a turbo on yo turbo so you can boost while you spool :lol:
Last edited at 2011/06/15 20:36:33 by sheepborg
uhg it has been to long since i have been on here lol.
Anyways, i would have to agree a little with UG, there is not anything wrong.
I looked over the design and it kind of looked like there was more to the wheel than you put? it seemed to me that there was another part to each spoke.
That ^ is the only thing that i think might be off.
as far as everything else goes, brilliant work on the body shading, it is gorgeous. now.. the wheels could use a little more love, and the emblem could use a small glint to it or something... again though, it is beautiful

Such great work you did here.
Last edited at 2011/09/25 08:48:42 by sheepborg
Did i ever mention i love you underground? (no homo :lol: )
i better close everything while i attempt to actually open it...
but i saw it as a WIP and it was awesome then.. so ..
FIVE BRAGILLION/10
yes,, i made up a number for this
alright, it opened up right away for me:) (somehow my pretty laptop barely had any trouble wtf)

Anyways.. i would have to say that i love the shading on every pipe, and i am a big fan of the crane out in the back. oh and the weathering ooohhhh that awesome weathering

although there was a mistake, you forgot several rungs on the ladder on the front gun thingy... must be at least 10 polys missing because of that

great great great work, as expected from you. :tup:

i need to bust out the old laptop and finish some scenes sometime. i know i have a widebody 260 z or something like than and an ultra-detailed porsche and a le mans car i designed.. i think i have a completed pikes pike unlimited car finished even...
torque-y :tup:
Great work, looks fantastic.
One thing that can help you to improve is to consider where light would actually be and how a component actually looks rather than fully mirroring the image.
An example is the tail light. If you looked at a better image and recreated it more accurately instead of suggesting light patterns it will look better.

Regardless it is very nice work :tup:
Sorry, but that's bad math, or rather bad transfer.
You still have all the same amount of energy, just spread around.

To start, going into the rotor is just a transfer of energy, it is still kinetic energy it is just in a different direction. You still get the same affect as a shock absorber, slowing the application of the force and storing it in the spring, or in this case storing it in the wheel.
Additionally, if you used a brake on the rotor you are simply converting all the motion into heat via friction.

Doesnt break any laws, and is also by no means revolutionary (no pun intended)
Actually, all the pieces of a bearing are loose like was demonstrated in the other scene. )|(
Ball bearings literally have loose, lubricated balls in them. Similarly, a bearing like that on a car's U-joint has loose cylindrical rods.
What you built is incorrect, sorry to say.
Then all are right. I am most familiar with loose ball bearings though. Probably because i end out with a few rolling about for one reason or another ....:lol:
One of the old robots had i very large lazy susan of sorts for an arm, and likewise on the new one's turret. The arm ended out breaking at one point, leaving the balls everywhere. That was awful to clean up :bonk:
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