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PostSubject: For Mudo   For Mudo EmptyTue Aug 24, 2010 2:49 am

Well mudo, considering you're probably one of the best critics I know, I'm going to post my creations here for you to rate. I'll be updating it every now and then, so please pay attention to this thread



For Mudo 500645862278_lrg



Let the critics go wild!
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 5:23 am

From this perspecitve, I see an excellent creation all around here. I'd have to say I'm rather impressed by this one. However, no peice is perfect, and I will happily point out what could be improoved.

1. Paint. As I always say,* Paint is more than frosting on the cake. Coloring is one thing, but texturing is what divides the great from the masters. The paint isn't bad here, but it has potential to be better. Try experimenting more with different colors and textures. Remember, the right detail can make the whole difference. (Quick hint, those veins on the C&C creations are the best things ever. Use them as often as possible, and you'll see why.)

2. Clipping and fading. There are only 4 places I see this problem, and each is very minor, but unmistakable to an observant eye. The lowest Knurl is a bit too dramatic when compared to the rest of the crest, and could be vastly improoved if you added one more knurl under it. The highest eye overlaps the middle eye slightly, and could be fixed if you made it a click smaller and moved it back a tiny bit. The claws, (for lack of a better name) are ever so slightly off, and could be faded in perfectly with a heycorn or knurl. And finally, the bug eyes on the side seem a bit off when looked at alongside the rest of the creature. I suggest replacing them with a different part entirely, but that's just me. Repositioning them is a good solution if you opt not to replace.

3. Limbs. This is a more expert technique, but I think you're ready to start implimenting it. The limbs on this creature are solid, and even good, but it's time for you to step it up. Try to make extremely small changes in the joints of the limbs to make them have a slightly more real feel. Add a bit at the top, and take a bit from the bottom. Accent important joints, and if you're feeling extra confident, make suddle changes to the actual positioning, to give it a more contracted and ready to pounce feel. This can be done by accentuating the degree to which the legs pull into the body, and elongating the bottoms slightly, while just barely moving the forlimbs away from the body.

4. Weapon placement. This is a rather simple one. Just barely move the talons/claws in toward the body, to give your creature a slightly more realistic shape.

5. It's all about eyes. Eyes are often the focal point of a good creature. Try to bring out the malice, (or lack therof) in the creature, by slightly changing the angle of the eyes, and making small changes to the color.

Okay, I hope that can be of some help! Again, it's actually quite good, and on a scale of 1 to 10, I'd definetly put it at a 9. But this has potential to be a grade A creature, and I think you can pull it off. I'm looking forward to seeing what else you put up for me to critique, and it's pretty flattering to hear you say I'm a good critic. Thanks! emmbarrased!

*Mudo has never said this before in his life
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 2:12 pm

that creation reminds me of the mind master from C&C 3 happy.:
nothing to add
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:16 pm

Just for the record, anybody is welcome to post here, I'll critique anybody that asks. :)
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:17 pm

wow. we've really got a good critic here! i'll have to post something soon...
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http://web.me.com/camelfox/BLOG/Camelfoxs_Blog/Camelfoxs_Blog.ht
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:18 pm

Thanks Camel! emmbarrased! Post anytime, I'll give my advice/critique asap. :D
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:19 pm

For Mudo 500567953975_lrg

behold the tourotitan.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:23 pm

OMG Mudo! That review was wicked! You like detailed every little thing!! :D
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:24 pm

I'm not sure if I should be offended by that or not....
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 4:46 pm

Offended by what? :I

Camel, an absolutely solid design, and very creative concept, but there are alot of things that could be done better here.

1. Paint. I will never be able to stress this enough. The right paint makes ALL the difference. While the paint on that creation isn't bad, it's also not good. You need to take more time building onto the base of the creature. Try adding different kinds of stripes, or bumps to accent the skin of the creature. Add fur of a different shade, just give it more time to perfect. And if the shell makes a strange color come over the creature when you paint it, just take that particular color off, or experiment until you find something great. Never settle for decent.

2. Eyes. As much as I like UBD, empty eye sockets don't work everywhere. The eyes are often the focal point of a great creation, and the eyes make a tremendous difference on the final product. Jellybuttons and eyes go together like me and oddworld, so don't hesitate to put them together if you get the chance. Experiment with all kinds of eyes, and don't give up until you find something that works. And don't be shy about experimenting with those eyes. You be surprised as to what you can make using upside down, inside out, and generally wierdly arranged eyes. Take a look at my 8% as a weird example of eye use.

3. Realism. Most of spore is based on creations NOT being realistic, but that's no excuse to ignore physics if you can help it. There is only one point that I see this problem in the creation, and that would be the head. It's a bit to big for a neck like that to support. To solve this issue, simply make the neck a bit wider at the point that is connects to the head, and maybe shrink the head just the tiniest bit.

4. Clipping. The knurls you have used clip slightly in a few places, but are not an enormous problem. Simply spending a few extra minutes iron out spacing can make an enormous difference, especially when building a shell.

5. Varience. This is a more expert technique, but I think you should be ready to take it into effect. Your shell is solid, and even good, but it lacks originality and pizaz. As great as Knurldowns are, they actually CAN be overused. Try implimenting a few other detail parts in place of the Knurls, and see what you can do. Sometimes the effect can be stunningly good.

All in all, this is a good creation, and is marvelously creative, but leaves alot to be desired. A few simple tweaks would pop this one up a few numbers on the 1 to 10 scale quite easily. All things accounted for, I'd give this one a 7/10. It's not bad at all, but I know you can do better. hmmmm... Hope that helped!
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 5:00 pm

Mudo i wonder wat u think of this its someing i made some time ago and i realy like it mcgreen
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 5:24 pm

Right off the bat, I want to say, that I'm not going to be able to give as much of a review to this guy. The actual design doesn't really allow for a detailed advice seminar. The whole point of this is to look like something that you'd never spot in the right environment, meaning that deep detailing and colors don't exactly apply here. But heres what I think...

1. Shoes. The shoes are the clear low point of this creation. Just about everything else fits in perfectly with the camo ambience. But the shoes stick out like a sore thumb. My only suggestion for them, is to either replace them completely, or try covering them in the other more natural parts.

2. Limb size. This might not be that accurtate, as I can't see it in editor, but it looks like the left arm is slightly too small. That could be a completely false statement, but I think it's true. The easy solution to this, is simply flesh out the outfited parts a bit. Should be solved in seconds. ;)

3. Realism. Normally I would applaud the realism for this creation, but seeing as it is human, the standards become much higher. In most places, the realism is not an issue, but the head just doesn't look natural to me. Here is a very easy solution. Goggles, or a mask. Human faces are notoriously hard to do right in spore, but masks and goggles are extremely easy. Give him a mettalic facemask, and he looks all the more tank, but without the difficulties of a human face.

4. Clothes. Clothes are hard to do in spore. There is no getting around that. You've done a very good job with them already, but they could be better. The way to acheive this would be to simply 'puff out' the suit by using the Tab key to make the leaves and grass angle slightly more out of the charactar, making a more natural feel.

All in all, this is a pretty impressive creation, and I would absolutely love to see it work in an adventure. There really isn't alot that could be improoved, expert or not, in this kind of creation, and I'd say it fills pretty much all designated purposes. This guy earns you a 9/10.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 6:57 pm

Wow thanks. i have to agree on the shoes but Dna was full =p
and for the big head thats probly the Grass hood i forgot to post the link and wat it was called so here it is. may look better in 3D
(Ghillie Sniper)

o and this creation already has a few adventures =p
[Sniper (the black nuke project)]part 1 2 3 and 4 is coming up.
and [Vietnam 1968]

http://www.spore.com/sporepedia#qry=advasrch-Ghillie%20sniper%3Afi-name%3Afu-ADVENTURE_CREATURE%3Afl-MOST_POPULAR
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 7:08 pm

Here is another one mudo, probably my last insect for the time being:



For Mudo 500646307743_lrg
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 8:07 pm

It's just wrong! You should easlily get more attention! :D
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 10:57 pm

Well, I learn to live with it. Luckily mudo has given me some advice. Which I will try to follow.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 11:13 pm

this tiny carnivor is the lord of the trees. he leaps from branch to branch with utmost ease, as his tail does the swinging, and his feet suction to any surface. no creature.. however large is safe... from the Slinth!

For Mudo 500646447446_lrg
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 11:13 pm

ooh... PMG sucks.
please view in the editor.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 11:15 pm

also, i fixed this... but complexity ran out, so couldn't do much.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 11:25 pm

Cam, please wait you're turn, and don't do triple posts, just edit the original one.
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PostSubject: Re: For Mudo   For Mudo EmptyTue Aug 24, 2010 11:32 pm

well sory mr. mod!
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PostSubject: Re: For Mudo   For Mudo EmptyWed Aug 25, 2010 1:11 am

Okay, prepare for a MEGA post. This is gonna be a long one.

TheStarWarsGeek, the first one you posted was really good, and the second is even better. A truly awesome creation. I honestly can't see any major flaws on this one, so I will only give you ideas on how to improove on the original concept.

0. Paint. you nailed the paint. I have no complaints here. Now THAT, is an achievement.

1. Limbs. The limbs were really good on this one, but I have found that generally, in creature types like that one, it is better to shrink the legs a bit at the foot. It usually gives it a much more insectoid feel.

2. Advanced Fading. This is an utterly different style of creating for most Spore players, but it gives a creation the extremly realistic feel that seperates the great from the slightly more great. While it isn't a good technique if you are low on complexity, it is great otherwise. Try using multiple detail parts, (I like a number of 3 to 4) in a single point, in order to make a bulge or spike look like a very natural part of the creature. This could be implimented quite easily on the spikes towards the back of this creature.

3. Extra detailing. Try to add a bit more detail to the head. While the detail all around in this creature is great, it has potential be even better if it is spread throughout more parts of the creature. For instance, a turtle with a highly detailed shell is cool, but a turtle with a highly detailed shell and a crested head is awesome.

4. Clipping. I see one and only one clipping error in this creation, and that is on the back heycorn. A very easy fix, and an almost unoticable error. Probably just something that slipped your eye in the final check. No big deal.

5. Creativity. I am not saying you are not creative, in any way shape or form. But the mouth on this creature is a spore cliche. You can find that exact pattern in jaw forming in countless creatures. While this means the method doesn't hurt you, it also doesn't earn you bonus points. Try something a bit more innovative if you REALLY want to make something awesome.

All in all, this creature was just barely cheated out of a 10/10. It is just about perfect in every way, but it's nothing I haven't seen before. All things considered, this is a 9.5 out of 10.


Camelfox, you have shown me a very odd creature. The slinth is definite spore material, very creative, even if it follows the generic scorpion body plan. All around, this is a pretty cool creation, but there are a few things that need adressed.

1. Limbs. The legs on this guy are kinda strange. They're not something I would ever expect to see in nature. It'd be kinda dificult for this guy to balance. If I were you, I'd bulk them up slightly and shink the body just a little bit, while making the positioning more natural.

2. Clipping. The frills on the legs are a bit clippy my friend. I would either add more of them to compensate, or change sizes appropriately to get rid of the problems. They do add a nice touch to the creation though, so getting rid of them in not an option.

3. Appendages. Bluntly, the graspers and feet on this creature are not that good. They are the obvious low points of this creation. They're not awfull, but the sure aren't helping the creature very much. If I were you, I'd experiment with a few different parts, and maybe experiment with sizes too.

4. Detailing. Let me say this first, I like the spine and stripes alot, but they aren't quite enough. Try adding more color and other designs with the detail paint. As much as I like simplicity in creatures, this particular creature needs just a bit more oomph in this factor.

All in all, this is a solid creature, worthy of praise, but not a trophy winner either. I give it an 8/10.

Camelfox, (again) this redo is excellent, I don't think I could have asked for more improovement. The colors go along with it great, the neck is fixed, it is simply MUCH better all around. The only big problem that I see left behind, is that the legs just don't look... natural, for lack of a better word. It looks like the creature might have trouble walking if it were real. Otherwise, it's brilliant. I'd give it a 9/10.
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PostSubject: Re: For Mudo   For Mudo EmptyWed Aug 25, 2010 1:18 am

thanks Mudo! i'll go back and see what i can do with he first!
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PostSubject: Re: For Mudo   For Mudo EmptyWed Aug 25, 2010 4:03 am

No problem, happy to help.

Whenever anybody want critique, just let me know here, and I'll be right on it! :D
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PostSubject: Re: For Mudo   For Mudo EmptyThu Aug 26, 2010 6:55 pm

mudo do u also critique air craft?
For Mudo 500645909568_lrg
this is my F-14 happy.:
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