View Full Version : [GALLERY] FRain's [witty comment] Junk!
FRain
January 3rd, 2009, 11:05 PM
Random:
April 19th
http://img145.imageshack.us/img145/5623/epicd.jpg
f7nC5UZH8Ho
Messing around with PhysX and made a intersection collision with a whole bunch of hogs because someone ran a red light. Was really bored.
SomethingTeam:
eDa4rYl9vhA
AA Turret/Wraith and Fuel Rod Gun. AA is red and not pink now.
PvAvZHZsWJw
11/11 Test. Old stuff, I'll have footage of the 12/30 test later.
_________________________________________
I'm just starting this gallery. I'll be adding MUCH more as I go.
Heathen
January 3rd, 2009, 11:11 PM
Neat but I have seen it all.
E: Except for that hog thing but that was useless.
Ki11a_FTW
January 4th, 2009, 12:03 AM
TBH none of this actually belongs in this section , except the first video
FRain
January 4th, 2009, 12:13 AM
Yeah. I'll have some anims, later though.
Inferno
January 4th, 2009, 02:10 AM
why does the hog video stutter near the end?
Btw needs moar ragdoll MC flying out of hogs
FRain
January 4th, 2009, 09:23 AM
Man, I wish I knew how to do bipeds with physx, and then there would be chiefs coming out. Also, it stutters at the end because I accidentally skipped a frame when I was rendering this.
FRain
April 19th, 2009, 01:54 PM
Update:
http://img145.imageshack.us/img145/5623/epicd.jpg
Messing around with Ink n' Paint in Max.
Limited
April 19th, 2009, 09:40 PM
Oh dude, you totally gotta animate something with that and make it like tron/retro.
Mind telling us how you did it?
DEElekgolo
April 19th, 2009, 09:42 PM
3ds max ink n' paint material
FRain
May 16th, 2009, 03:14 PM
http://img194.imageshack.us/img194/3783/haloce2009051612073535.jpg
First real texture I put any real *effort* into. Still need to learn how to do the specular properly.
teh lag
May 16th, 2009, 03:16 PM
Renders?
The actual texture?
Anything besides that really poor angle?
FRain
May 16th, 2009, 03:20 PM
Sure, gimme 10m.
FRain
May 16th, 2009, 06:31 PM
http://img32.imageshack.us/img32/6411/haloce2009051615275487.jpg
Newbkilla
May 16th, 2009, 07:45 PM
Less clouds, more scratches. You over used that filter..
Roostervier
May 16th, 2009, 08:11 PM
The empty space is... bad looking. Either change the design so it fits with the empty space, or fill the empty space in. Make it flow. And your diffuse is pretty weak. It's just clouds and grey. Give it some colour and material definition.
FRain
May 16th, 2009, 09:01 PM
http://img41.imageshack.us/img41/843/texture.jpg
Spartan094
May 16th, 2009, 09:05 PM
My eyes hurt from that angle, it looks like your using a bump...looks ok but remove the purple (or its just my eyes playing tricks on me making it look purple/blueish)
Roostervier
May 16th, 2009, 09:43 PM
Not what I meant by colour. It just needs to look like metal... metal doesn't have random blue and brown splotches on it.
FRain
May 16th, 2009, 10:49 PM
http://img198.imageshack.us/img198/2223/againm.jpg
This what you meant by color?
Roostervier
May 16th, 2009, 11:38 PM
looks a little better, but what i mean is that metal has oil. get a somewhat plain metal texture off cgtextures and up the contrast and saturation. it should look blue and orange and pretty much all the colours youll need for oil. then, overlay this over the diffuse at like 5 to 10%. for the spec, use more opacity, like 25 to 50%. now you've got some colour.
Newbkilla
May 16th, 2009, 11:38 PM
That's better, but add scratches and scrapes. Forerunner isn't all pretty, it has its dark side..
FRain
May 17th, 2009, 12:03 AM
http://img34.imageshack.us/img34/5742/rooster.jpg
Took Rooster's advice.
Roostervier
May 17th, 2009, 06:22 PM
You're still doing it wrong. For one, the colour should be subtle. Secondly, you're only using blue.
FRain
May 18th, 2009, 01:24 AM
http://img29.imageshack.us/img29/7189/rooster2.jpg
Off to bed. Good night. I'll be taking your crit in the morning.
Advancebo
May 18th, 2009, 07:28 AM
Looks somewhat better, try adding in some scratches.
FRain
May 18th, 2009, 09:00 AM
Bah,
Why does everyone say keep adding scratches? That's the very last thing I add into textures, so I can get the color overlays right.
SnaFuBAR
May 18th, 2009, 02:26 PM
you're still making it stripey. it's not working out for you.
BobtheGreatII
May 18th, 2009, 02:51 PM
You know... I like it... but probably not as a floor texture. Maybe more of a ramp or something. Just so the stripes look like dirt or something.
If it were real life though, I imagine the overlayed metal would be hard to walk on without twisting your ankle. :rolleyes:
FRain
May 18th, 2009, 06:34 PM
The texture repeating is it making it stripey...
Disaster
May 18th, 2009, 07:41 PM
Yeah but its a tileable texture. It's meant to be reapeated.
:ohdear:
BobtheGreatII
May 19th, 2009, 01:59 AM
Yeah but its a tileable texture. It's meant to be reapeated.
:ohdear:
You sir, may kindly gtfo... sheesh... you and your logic. :mech:
SnaFuBAR
May 19th, 2009, 01:47 PM
it's not meant to look like bands of color though :ohdear:
Disaster
May 20th, 2009, 08:36 PM
I was talking to frain. He said his texture was ugly cause it was repeated :S
Well its supposed to be :|
Con
May 20th, 2009, 09:17 PM
Make the tiling less noticeable (the dirt line looks bad). Can we get a closer render? Maybe just post the texture itself.
Bastinka
May 20th, 2009, 10:09 PM
Tiling's a bit noticeable. You could always just drag out a long plane just 1 unit above the area that looks the most plain. Then you could apply a really quit dirt, blood or scratch decal to make it look more interesting. Except from far away it might look a bit odd in Halo, not sure never tested it myself but it seems like a neat idea.
Invader Veex
May 20th, 2009, 10:36 PM
Like everyone else said, the tiling is too noticable.
Oh and for the part that isn't bumped up, get some dirt/grime or darker color there.
FRain
July 1st, 2009, 12:08 AM
mKF5ft_-A9A
Something I did today.
All credit is in the description.
Con
July 1st, 2009, 12:16 AM
The banshee needs to look like it's flying, and also react to MC's added weight and swinging. The explosion sends it flying too fast, and also moves the pelican way too much. The way he's hanging off the banshee looks wrong too. In the first scene, it should instead follow alongside the banshee with MC running in the foreground. Then, he should leap out and grab the wing. Right now he would simply fall off because it's going so fast. It's unrealistic the way he boards, especially with one hand. Transition into the closeup; have him slip to one arm only. Make sure he's tilted back a bit from wind resistance, but not tilted to the side at all. here it looks like he's hanging out at an angle and it's not very convincing.
BobtheGreatII
July 1st, 2009, 03:16 AM
Adding on to that real quick. The pelican's engines need to compensate for the explosion, as in they need to move and re adjust it's thrusters to become stable again. I'm pretty much figuring this isn't finished, was just adding my two cents.
ThePlague
July 1st, 2009, 03:37 AM
Also wouldn't the MC's weight tilt the pelican?
FluffyDuckyâ„¢
July 1st, 2009, 05:38 AM
^ Maybe a little.
The banshee needs to look like it's flying, and also react to MC's added weight and swinging. The explosion sends it flying too fast, and also moves the pelican way too much. The way he's hanging off the banshee looks wrong too. In the first scene, it should instead follow alongside the banshee with MC running in the foreground. Then, he should leap out and grab the wing. Right now he would simply fall off because it's going so fast. It's unrealistic the way he boards, especially with one hand. Transition into the closeup; have him slip to one arm only. Make sure he's tilted back a bit from wind resistance, but not tilted to the side at all. here it looks like he's hanging out at an angle and it's not very convincing.
This.
FRain
August 19th, 2009, 12:43 PM
http://img185.imageshack.us/img185/7595/cutscene2.gif
Yes, I know about that black plane in the corner, and the HEV pod that is pointing the wrong way. NO: this is not SomethingTeam Delta Halo. I'm just using the same bitmaps because my bitmaps were total shit
Syuusuke
August 19th, 2009, 01:46 PM
The way it pulls back...it's like you just reversed the frames =/
Hunter
August 19th, 2009, 03:11 PM
I actually thought it was ment to go in reverse at first. And what happened to the fire trails which you could see in the opening of the scene?
Syuusuke
August 19th, 2009, 03:20 PM
It's being pulled back from opening their parachutes, so yea it is supposed fling back.
FRain
October 4th, 2009, 07:36 PM
http://img59.imageshack.us/img59/8610/smgrel.gif
still a WIP, of course:
mag holding is hella retarded
working on mag in-end
Higuy
October 10th, 2009, 04:08 PM
http://img185.imageshack.us/img185/7595/cutscene2.gif
Yes, I know about that black plane in the corner, and the HEV pod that is pointing the wrong way. NO: this is not SomethingTeam Delta Halo. I'm just using the same bitmaps because my bitmaps were total shit
The things on top of the hev pods are only suppose to make them slow down a bit then they pop off. Then they slow down and hit the bottom. it looks wrong at the end becuase they pull back.
Heathen
October 10th, 2009, 05:46 PM
The things on top of the hev pods are only suppose to make them slow down a bit then they pop off. Then they slow down and hit the bottom. it looks wrong at the end becuase they pull back.
Does not look as good as the other one like that we saw.
Just sayin'.
Looks like poo in comparison.
FRain
December 1st, 2010, 11:22 PM
http://www.youtube.com/watch?v=4rLHC2W9xRY
First song I ever composed for an entire orchestra (that I actually followed through with)
I initially wrote this a year ago, and this mp3 has been sitting on my HDD rotting for a year and decided to make it part of my UDK game project and upload it here.
Warsaw
December 2nd, 2010, 12:22 AM
It sounds so...90s. Like it came straight from Wing Commander or one of the myriade RTS games of the era. It's kinda cool, though I'm not sure that's what you were going for.
FRain
December 13th, 2010, 08:46 PM
http://www.youtube.com/watch?v=0DeRodtAOag
made this like a year ago, but i haven't posted it here so oh well
Hunter
December 16th, 2010, 10:22 AM
I have access to a motion capture studio at University, I might be able to get some assassination motions recorded :P
DarkHalo003
December 16th, 2010, 11:22 AM
The Spartan's motions actually look pretty good. The only problem I have is actually the Elite's falling onto the ground; it looks blocky and needs to be more fluid. Otherwise, it's pretty good.
FRain
March 8th, 2011, 01:19 AM
Songs I've composed:
ECHO Theme
Iulh7tnHOmA
ER Bombast Lasers (really repetitive, meant for in-game music)
iCDbQwqP0sg
Move Out
dagG2ZBYXbc
Reconciliation and Redemption (partial recreation of the one I posted a few months ago)
d0-ti0TpMG4
FRain
July 20th, 2011, 04:19 PM
More music.
Epic Theme
http://www.youtube.com/watch?v=Wa9WNPscI5U
Drums of War 2
http://www.youtube.com/watch?v=65JswY3sXMk
Gwunty
July 21st, 2011, 10:48 PM
For starters, please get something else other than what I assume are the default instruments that come with Cubase, they sound cheesy as hell (thats becuase there probably synthesized instead of sample based). I recommend Native Instruments Kontact, or Edirol Orchestral. Second, humanize your patterns, perfect midi info only adds to the cheesyness. Third, please add some sort of reverb and delay to your instruments to give them depth and realism, as well as cut down on the repetition, learn to use other timescales other than four beats in a measure. Last, please learn how to master your final mixdown, your levels seem wrong and your missing natural depth found in frequencies due to the lack of actual instruments that are not synthesized.
AND PLEASE FOR THE LOVE OF GOD GET RID OF THAT 808 CLAP IT SOUNDED BAD IN THE 90'S AND IT STILL DOES TODAY.
Nero
July 22nd, 2011, 01:18 AM
Congrats on being a YouTube partner.
I also like the video you made to celebrate it. Nice!
FRain
July 24th, 2011, 12:15 AM
For starters, please get something else other than what I assume are the default instruments that come with Cubase, they sound cheesy as hell (thats becuase there probably synthesized instead of sample based). I recommend Native Instruments Kontact, or Edirol Orchestral. Second, humanize your patterns, perfect midi info only adds to the cheesyness. Third, please add some sort of reverb and delay to your instruments to give them depth and realism, as well as cut down on the repetition, learn to use other timescales other than four beats in a measure. Last, please learn how to master your final mixdown, your levels seem wrong and your missing natural depth found in frequencies due to the lack of actual instruments that are not synthesized.
AND PLEASE FOR THE LOVE OF GOD GET RID OF THAT 808 CLAP IT SOUNDED BAD IN THE 90'S AND IT STILL DOES TODAY.
Actually your first statement is entirely incorrect - I use East West Quantum Leap's Symphonic Orchestra Gold, Stormdrum, and Cinesamples' Drums of War 2, which all run out of Kontakt Player. All are sample based.
Yeah, the perfect MIDI inputs make it sound cheesy- I don't record with my midi keyboard because it sounds too messy. It's only 2 octaves and have retarded keys that don't recognize keystrikes very well. (almost spongy) I sometimes record with the keyboard and then move it to where it's supposed to be.
I'll look on adding reverb and delay and I'll TRY to cut down on the repitition. I use 4/4 mainly because I used FL studio back then and it was a bitch to get anything in other than 4/4 out.
Yes - I am terrible at mixing - you should seriously help me!
Also, what 808 clap? Are you talking about the taiko rim strike that has no reverb?
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