View Full Version : [Gallery] DEEhunter's Light arrays
DEElekgolo
January 18th, 2009, 06:28 PM
ABSORB THESE WITH YOUR LOOKING SPHERES!
(Highlights of my work)
http://fc81.deviantart.com/fs33/f/2008/293/a/b/Hayabusa_by_DEElekgolo.png
http://fc81.deviantart.com/fs39/f/2008/321/7/2/WW2_planes_by_DEElekgolo.png
http://fc77.deviantart.com/fs38/i/2008/333/4/4/HEX_by_DEElekgolo.png
http://fc60.deviantart.com/fs38/f/2008/349/3/6/Regice_by_DEElekgolo.png
Project relinquish stuff
http://img229.imageshack.us/img229/765/haloce2009010610443895qk8.jpg
http://img407.imageshack.us/img407/459/haloce2009010819370248zr8.jpg
http://img406.imageshack.us/img406/8575/haloce2009010819362743rl3.jpg
Other stuffs
http://img60.imageshack.us/img60/1592/52801204sw8.jpg
http://img177.imageshack.us/img177/8241/middlera6.jpg
http://img297.imageshack.us/img297/6093/girlhairmp4.jpg
http://img184.imageshack.us/img184/950/zgrab01wj2.jpg
http://img255.imageshack.us/img255/7923/vraygitemplaterecoverrelb9.jpg
http://img517.imageshack.us/img517/5022/autobackup02oe7.png
http://img389.imageshack.us/img389/7388/39178521fd5.jpg
http://img56.imageshack.us/img56/1523/dome21wp4.jpg
http://img156.imageshack.us/img156/8397/kjhroofyl1.jpg
http://img516.imageshack.us/img516/7806/girlxq5.jpg
Ugly....
I would post more but I would have to look deeper in my models folder.
MetKiller Joe
January 18th, 2009, 06:44 PM
My favorites are the airplanes. There are a lot of simple things in those renders (like what I am assuming is a cafe scene with Master Chief) that could be more complex which would greatly add to the detail of the piece.
Still there are many things with each of these models you could improve a lot on. This is all good practice work.
killer9856
January 18th, 2009, 07:02 PM
Good stuff.
Please fix that bitch....
Bad Waffle
January 18th, 2009, 07:07 PM
http://img177.imageshack.us/img177/8241/middlera6.jpg
what map is this?
also, i love these
http://img517.imageshack.us/img517/5022/autobackup02oe7.png
http://img156.imageshack.us/img156/8397/kjhroofyl1.jpg
DEElekgolo
January 18th, 2009, 07:10 PM
That map is fracture. Sadly, The lightmap UVs that halo CE generated for them screwed up the awesome lightmaps we were going to give it. So now it just has halo CE made lightmaps.
Bad Waffle
January 18th, 2009, 07:23 PM
"screwed up the lightmaps"?
were you using aether to inject new lightmaps after running lightmaps in halo ce to generate uv's?
DEElekgolo
January 18th, 2009, 07:29 PM
You have to use halo CE's generated Lightmaps always. Even when making the high res lightmaps. I got the lightmaps in fine. And most things looked perfect. But there were huge random streaks of black from the crappy UVs. I even tried making the background of the UV white and it turns out it was getting the black from the shadows of objects. It would be nice to have Custom UVs for the lightmaps to stop this limitation.
Also here is something to expect in halo CE as part of project relinquish.
http://i44.tinypic.com/sdiq9d.gif
Dont expect it to be as awesome when it in in Halo CE. Each and every few vertice is rigged to a bone. And this is only about a 30 world Unit quare. Ill find a way to optimise it for halo and still have a good amount of awesome.
BobtheGreatII
January 18th, 2009, 07:57 PM
Water?
killer9856
January 18th, 2009, 08:00 PM
Im pretty sure it is. Water like that in CE would be awesome.
Chainsy
January 18th, 2009, 10:27 PM
What I would love to see that as is cloth, many people only pay attention to awesome models plus textures and forget visual things such as good steam, lightning and other things to create a specific mood, for example, imagine a abandoned military base with old wires hanging about and torn clothes with that applied silently blowing in the wind off those wires, do it correctly and you have a pretty eerie site.
DEElekgolo
January 18th, 2009, 10:47 PM
Use the flag tag and make a bunch of unusable weapons.
Bad Waffle
January 19th, 2009, 03:58 AM
Halo can only take 36 different nodes with 2 weights each, so plan wisely. If you get it ingame, i'd love to see.
DEElekgolo
January 19th, 2009, 11:40 AM
http://img149.imageshack.us/img149/2435/thronenz0.jpg
http://img244.imageshack.us/img244/6255/throne2tu4.jpg
Zbrush noodling.
Disaster
January 19th, 2009, 12:10 PM
:o
DEElekgolo
January 19th, 2009, 12:11 PM
http://img299.imageshack.us/img299/6764/thronecy4.jpg
Low poly with normals.
MetKiller Joe
January 19th, 2009, 12:21 PM
Cool stuff. The top looks crunched, though.
Malloy
January 19th, 2009, 12:26 PM
Its a good start, leave him alone :P
DEElekgolo
January 19th, 2009, 12:32 PM
Optimized it some more.
1000 verts 1,996 polies
http://img382.imageshack.us/img382/6520/thronebu7.jpg
Malloy
January 19th, 2009, 12:57 PM
looks better optimised
Disaster
January 19th, 2009, 01:07 PM
looks better optimised
^
Now paint a diffuse for more textruing practice.
DEElekgolo
January 19th, 2009, 01:22 PM
http://img172.imageshack.us/img172/2327/thronezm9.jpg
D:
In b4 dano.
Disaster
January 19th, 2009, 01:27 PM
Your diffuse textures are really bland. Just seems like a few colors that were placed on a uvw. You need to add those details that will make the mesh stand out.
http://features.cgsociety.org/story_custom.php?story_id=4678&page=1
This should help you out a bit.
DEElekgolo
January 19th, 2009, 01:40 PM
http://img407.imageshack.us/img407/3716/throneet0.jpg
Disaster
January 19th, 2009, 01:42 PM
Your materials just seem to blend together. That would be a problem with the model. You need to find a way to make the seat stand out above the metal because right now just looks like recolored metal.
DEElekgolo
January 19th, 2009, 01:56 PM
http://img185.imageshack.us/img185/4248/thronezb9.jpg
Chainsy
January 19th, 2009, 02:18 PM
Spice up the red part a bit, add creases to where it attaches to metal, maybe add buttons to show that it is comfy and actually is clothe padding.
Delta4907
January 19th, 2009, 05:34 PM
Halo can only take 36 different nodes with 2 weights each, so plan wisely. If you get it ingame, i'd love to see.
Really? I swear I've been able to compile a model with 41 bones before.
DaneO'Roo
January 19th, 2009, 11:12 PM
Urgh, your diffuse textures suck man. Stop slapping on one colour.
DEElekgolo
January 19th, 2009, 11:18 PM
In after Dano.
Here is a little something I whipped up.
http://img174.imageshack.us/img174/6986/helmetws5.jpg
Heathen
January 19th, 2009, 11:55 PM
Thats hideous.
Why would I wanna wear a lavalamp?
DEElekgolo
January 20th, 2009, 12:16 AM
http://img299.imageshack.us/img299/7254/helmetea1.jpg
t3h m00kz
January 20th, 2009, 07:02 AM
I kinda dig the rounded robotic look to that.
Terror(NO)More
January 20th, 2009, 07:33 AM
I like plane most it looks best out of all, chair is hideous, and that helmet idk?
Malloy
January 20th, 2009, 02:11 PM
FFS. Indents in visor ftl.
the previous one was better.
should be called the Pikiman Helm
Timo
January 20th, 2009, 03:08 PM
Hunter, do you ever spend more than a few days on any project?
Hunter
January 20th, 2009, 03:38 PM
Eh. You got me dead confused then Timo, you can't call him Hunter, I am Hunter :) He is Dee or Deehunter, stealing my name :(
Advancebo
January 20th, 2009, 04:34 PM
We call him DEElekgolo now.
Heathen
January 20th, 2009, 05:46 PM
I am Dee Hunter and you are Dee prey :haw:
Anyways...
That helmet belongs in Walle, not halo.
DEElekgolo
January 20th, 2009, 06:03 PM
http://img520.imageshack.us/img520/3030/helmetdu5.jpg
I'm done with this. Too many people dont like it.
DEElekgolo
January 24th, 2009, 06:03 PM
http://img144.imageshack.us/img144/3039/manth4.jpg
Current wip.
Chainsy
January 24th, 2009, 06:58 PM
Why is the shirt clipping his chest?
DEElekgolo
January 24th, 2009, 07:27 PM
yea. Small error i saw. Its fixed.
http://img292.imageshack.us/img292/1766/mankn3.jpg
Higuy
January 24th, 2009, 11:11 PM
Looks nice dee.
DEElekgolo
January 24th, 2009, 11:12 PM
Finished hand-optimizing it.
http://img264.imageshack.us/img264/9962/vraygitemplatejg8.jpg
5,976 Polies
5,966 Verts
Heathen
January 24th, 2009, 11:16 PM
does look nice.
killer9856
January 24th, 2009, 11:16 PM
Some nice poly workflow there. Your going to add more detail right?
DEElekgolo
January 24th, 2009, 11:18 PM
Ill be texturing later. I worked all day on that today. Need a good break. Also when I was making that. I was using this dvd (http://www.thegnomonworkshop.com/dvds/ijo01.html). I scimmed across it and noted the important stuff. And then started modeling on my own. The secret to the beautiful topology and poly flow is polyboost (http://www.polyboost.com/).
DEElekgolo
January 26th, 2009, 10:49 PM
http://img405.imageshack.us/img405/7708/vestiq0.jpg
Update.
http://img264.imageshack.us/img264/867/vestzi1.jpg
Vest wip.
Disaster
January 27th, 2009, 06:17 PM
:o
DEElekgolo
January 27th, 2009, 06:19 PM
Practicing my rendering.
http://th01.deviantart.com/fs40/300W/f/2009/027/3/e/Mirror__s_edge_Assassin_by_DEElekgolo.png
http://deelekgolo.deviantart.com/art/Mirror-s-edge-Assassin-110942356
Malloy
January 28th, 2009, 01:43 PM
you n' your fuckin rips. LAWL
TeeKup
January 28th, 2009, 02:55 PM
Practicing my rendering.
http://th01.deviantart.com/fs40/300W/f/2009/027/3/e/Mirror__s_edge_Assassin_by_DEElekgolo.png
http://deelekgolo.deviantart.com/art/Mirror-s-edge-Assassin-110942356
THOSE FUCKERS PISSED ME OFF. Really good render though.
DEElekgolo
January 28th, 2009, 11:14 PM
http://i41.tinypic.com/14jylfl.gif
Particles.
Heathen
January 28th, 2009, 11:26 PM
Practicing my rendering.
http://th01.deviantart.com/fs40/300W/f/2009/027/3/e/Mirror__s_edge_Assassin_by_DEElekgolo.png
http://deelekgolo.deviantart.com/art/Mirror-s-edge-Assassin-110942356
badass
Apoc4lypse
January 29th, 2009, 08:15 AM
heh the helmet that nobody liked I thought was pretty cool after you added the lights to it and it did remind me of pikman haha doesnt mean its not cool looking.
You need to remember alot of people here really often don't know what they're talking about (not talking about any one in particular), or will only give you praise when they see stuff they like, and what people like on this forum isn't exactly what everyone else might like too.
Basically if it doesnt look haloish... expect to recieve more criticism.
Also the soldier with the vest is win, altho where it goes from vest to skin im assuming might need more definition, im not sure though.
DEElekgolo
January 31st, 2009, 03:57 PM
http://img84.imageshack.us/img84/4408/comp1hn0.gif
Malloy
January 31st, 2009, 08:15 PM
is that supposed to be some sort of optical illusion?
Joshflighter
January 31st, 2009, 08:21 PM
Haha, you can see it both ways.
I think he is showing how the particle animation looks? :o
DEElekgolo
January 31st, 2009, 09:08 PM
YO DAWG! I MADE JOO SOME BRIX!
http://img264.imageshack.us/img264/4615/brixzmq1.jpg
DEElekgolo
January 31st, 2009, 10:20 PM
Actually. It is spinning in only 1 way.
klange
January 31st, 2009, 11:09 PM
Yeah, and the depth kinda kills any possibility of the contrary.
Looks good, by the way.
DEElekgolo
February 1st, 2009, 11:55 AM
http://img201.imageshack.us/img201/1893/97074142hs5.jpg
Preview of a sky for a map.
Rentafence
February 1st, 2009, 11:59 AM
Noice. Looks just like the one from Sandbox.
Advancebo
February 1st, 2009, 06:14 PM
Except Sandbox has areas of the Ark on it :V
DEElekgolo
February 1st, 2009, 06:17 PM
Except that this isn't sandbox.
Advancebo
February 1st, 2009, 07:25 PM
Except that this isn't sandbox.
Except the sky is still awesome :V
Malloy
February 1st, 2009, 08:15 PM
Except Sandbox blows ass for our patience.
Nice Sky.
DEElekgolo
February 9th, 2009, 07:25 PM
http://img10.imageshack.us/img10/135/rendersn1.jpg
Flood calcium deposit.
Chainsy
February 9th, 2009, 07:34 PM
That skin is boring, and it will not look any good in halo, give it more veins and slime and overall texture.
Roostervier
February 9th, 2009, 07:37 PM
Add more detail to your sculpt. At the moment it's not right to call it one.
SnaFuBAR
February 9th, 2009, 08:24 PM
your sculpts are severely lacking depth.
PenGuin1362
February 10th, 2009, 12:08 AM
if this is halo 1 it don't need a high poly unless you plan on making that bsp...
DEElekgolo
February 10th, 2009, 12:54 AM
I make normal maps for all my assets. I dont plan on sticking with halo 1 forever.
SnaFuBAR
February 10th, 2009, 02:29 AM
I don't know why you're bothering with making normal maps and sculpting in zbrush or mudbox or whatever. You're wasting your time. Your high res meshes are terrible. Everything you've done in zbrush/mudbox has amounted to surface scratching.
Bodzilla
February 10th, 2009, 04:45 AM
Actually. It is spinning in only 1 way.
not to the eye.
you ever seen that dancing ballerna silloutte. if you picture the particles at the base of the star in front of the star then it appears to move clock wise.
if you picture it behind it appears to move Anti-clockwise.
it was anti-clockwise first time i saw it, and now all i see is clockwise.
Coo.
Yeah, and the depth kinda kills any possibility of the contrary.
What do you use to gauge the depth of something?
the fact that things further away look smaller?
the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane :eng101:
Advancebo
February 10th, 2009, 03:34 PM
It looks like you added that window glass filter, and erased a couple of lines.
DEElekgolo
February 10th, 2009, 05:09 PM
What?
Geo
February 10th, 2009, 05:09 PM
You should also either give us a wireframe, or tell us how many tris or polies are in the low poly model if you want to do this properly.
DEElekgolo
February 10th, 2009, 05:13 PM
I supplied wireframe. Polycount is 1,152 polies 578 verts.
klange
February 10th, 2009, 05:13 PM
What do you use to gauge the depth of something?
the fact that things further away look smaller?
the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane :eng101:
For one, there appears to be a slight angle to the render. It's clear that it is rotating around from right to the front to the left. Also, the particles in front kill it. And yes, I do see depth, and I'll only accept that I'm crazy if DEEHunter says it's an orthoraphic projection.
DEElekgolo
February 10th, 2009, 05:18 PM
Its not orthographic.
killer9856
February 10th, 2009, 07:06 PM
Hey Dee, let me have a crack at that skin. Just for practice.
pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeee
DEElekgolo
February 13th, 2009, 12:56 AM
http://img6.imageshack.us/img6/7415/pillarrp2.jpg
Doop
Ki11a_FTW
February 13th, 2009, 01:00 AM
what exactly is it suppose to be?
SnaFuBAR
February 13th, 2009, 04:28 AM
where'd you get the texture and what the hell is that supposed to be?
Masterz1337
February 13th, 2009, 11:37 AM
http://img201.imageshack.us/img201/1893/97074142hs5.jpg
Preview of a sky for a map.
You still don't get how halo skies are done do you?
Malloy
February 13th, 2009, 12:23 PM
JERRY! JERRY! JERRY!.
A little constructive critisism would of been nice Masterz.
Choking Victim
February 13th, 2009, 12:45 PM
JERRY! JERRY! JERRY!.
A little constructive critisism would of been nice Masterz.
It's been given to him in the past, obviously he didn't take it into consideration the first time.
Malloy
February 13th, 2009, 12:48 PM
Yeh I guess so, sorta makes Masterz post not worth being there then.
Just let Dee get upto his own devices and enjoy the 'luls'
Masterz1337
February 13th, 2009, 02:40 PM
I'm trying to help him, if he would go back and read what more experienced people have said, the sky would probably be amazing.
DEElekgolo
February 13th, 2009, 03:09 PM
Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
SnaFuBAR
February 13th, 2009, 03:21 PM
Preview of a sky for a map.
Then why did you specifically say it was a sky for a map, and not a cubemap wip?
And I repeat myself:
where'd you get the texture and what the hell is that supposed to be?
Ki11a_FTW
February 13th, 2009, 04:27 PM
where'd you get the texture and what the hell is that supposed to be?
.
SnaFuBAR
February 13th, 2009, 05:53 PM
PS: tri count matters, not poly count, hth
DEElekgolo
February 13th, 2009, 06:27 PM
Its supposed to be a pillar used in sewage systems and flood gates. Also its 369 tris.
Advancebo
February 13th, 2009, 07:14 PM
Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
I didnt say that, did i?
Corndogman
February 14th, 2009, 05:59 PM
PS: tri count matters, not poly count, hth
You'll notice looking at the image, that everything is in quads. So if you really wanna know how many tri's there are, I would think you could figure it out for yourself.
Also, Masterz: He only said that it was a preview of the sky, he never said it was the actual bitmap he was using for the sky. It could very well be just a screen shot of a section of it, or a piece of the cubemap or something.
DEElekgolo
February 14th, 2009, 06:05 PM
It was a preview render for presentation.
SnaFuBAR
February 14th, 2009, 10:22 PM
You'll notice looking at the image, that everything is in quads. So if you really wanna know how many tri's there are, I would think you could figure it out for yourself.
If there are stray verts, it will make your assumption inaccurate. Use your head.
Masterz1337
February 14th, 2009, 10:34 PM
Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
No offense to advancebo, and not to toot my own horn, but he's not nearly as experienced as people like me and Choking Victim. It doesn't matter what your sky looks like, it matters if you're doing it right. You're skies are so crude, and goes against the established norm.
DEElekgolo
February 14th, 2009, 11:01 PM
Battle rifle unwrap.
http://img8.imageshack.us/img8/2654/sexuvmanuu1.jpg
No offense to advancebo, and not to toot my own horn, but he's not nearly as experienced as people like me and Choking Victim. It doesn't matter what your sky looks like, it matters if you're doing it right. You're skies are so crude, and goes against the established norm.
The picture that I supplied was a preview. There was a reason why I posted it here for crit. But there is no reason for you to say a "I am more experienced then you" comment. That sky was thrown away once I found no map it would look good in.
SnaFuBAR
February 14th, 2009, 11:24 PM
That unwrap is pretty terrible dude. As with all your others, you are not utilizing your space right.
DEElekgolo
February 14th, 2009, 11:31 PM
How is that? I took the FP camera into consideration. Making objects that show up more in FP and FP animations have more detail. Also the way disaster textures the guns requires some good space for edge bleeding.
SnaFuBAR
February 14th, 2009, 11:59 PM
Look at your very small items. Don't you think you would do much better my moving them elsewhere, making them larger, and, by moving them elsewhere, you'd give other parts more space for edge bleeding?
You need to think out your space usage more. It's better than some of your earlier ones, those were pretty much garbage, but this one still isn't good.
Hunter
February 15th, 2009, 04:47 AM
Please stop telling us that you made the pats you see more larger. Pesonally I dont care, I would like all the parts equal size so the whole weapon can be detailed.
Choking Victim
February 15th, 2009, 07:46 AM
That unwrap is pretty terrible dude. As with all your others, you are not utilizing your space right.
I believe he uses some sort of an automatic unwrapper in all his uv's (http://www.unwrella.com/howto/) as opposed to unwrapping them manually. That's what I heard at least.
"Phew. My hands are tired after this. Battle rifle unwrap. Took a while to do this." - DEEhunter on halomaps
must've been pretty tiring clicking that unwrap button there.
If you're not using a program, then w/e it's not like I care. I'm just going by past claims from your "friends".
Masterz1337
February 15th, 2009, 09:36 AM
Battle rifle unwrap.
http://img8.imageshack.us/img8/2654/sexuvmanuu1.jpg
The picture that I supplied was a preview. There was a reason why I posted it here for crit. But there is no reason for you to say a "I am more experienced then you" comment. That sky was thrown away once I found no map it would look good in.
So let me get this straight, you posted a picture of your skybox, you wanted crit, I tell you you aren't doing them right, you tell me to fuck off, I tell you i'm trying to help, because i know what i'm talking about, you say other people say it's fine, and I say I know what I'm talking about better than them through expierence, and now your taking offense?
Either except crit when you ask for it or Get the fuck off these forums.
Hunter
February 15th, 2009, 11:39 AM
Do you do anything your self Dee? Or do you steal credit for EVERYTHING?
DEElekgolo
February 15th, 2009, 11:52 AM
Do you do anything your self Dee? Or do you steal credit for EVERYTHING?
When the hell did I steal credit?
I believe he uses some sort of an automatic unwrapper in all his uv's (http://www.unwrella.com/howto/) as opposed to unwrapping them manually. That's what I heard at least.
"Phew. My hands are tired after this. Battle rifle unwrap. Took a while to do this." - DEEhunter on halomaps
must've been pretty tiring clicking that unwrap button there.
If you're not using a program, then w/e it's not like I care. I'm just going by past claims from your "friends".
Im sure you were talking to disaster since he was the only one I told about unwrella recently. No I did not use that and I showed disaster about the tool when he linked me to the Packer that they had.
So let me get this straight, you posted a picture of your skybox, you wanted crit, I tell you you aren't doing them right, you tell me to fuck off, I tell you i'm trying to help, because i know what i'm talking about, you say other people say it's fine, and I say I know what I'm talking about better than them through expierence, and now your taking offense?
Either except crit when you ask for it or Get the fuck off these forums.
I'm saying that it does not require crit anymore because its old and is unused now. I respect the crit your giving it but you came up a little late for it.
Choking Victim
February 15th, 2009, 11:56 AM
Im sure you were talking to disaster since he was the only one I told about unwrella recently.
Actually, no, I just typed in "3ds max automatic unwrapper" into google and that's the first thing that came up. It's sheer luck that that's the one you use tbh.
DEElekgolo
February 15th, 2009, 11:58 AM
It's sheer luck that that's the one you use tbh.
I don't use any automatic unwrapper.
Choking Victim
February 15th, 2009, 11:59 AM
Im sure you were talking to disaster since he was the only one I told about unwrella recently.
That's not the message you portrayed.
DEElekgolo
February 15th, 2009, 12:04 PM
I was telling disaster that I was getting private beta's for the UV packer (http://packer.3d-plugin.com/) since one of the coders was at facepunch and invited me to it. After he showed me that I told him about unwrella. There was no beta for it was me and diaster were surprised at the results but he was disappointed about the poly limit for the trial because HE wanted to use it. When I told him about it I was telling him that unwrella uses the same packing engine as the one he showed me. I never used it and I never will use any automatic unwrapping tool.
Heathen
February 15th, 2009, 12:54 PM
Lol, :fail:
You use something to make skies, particle things, and unwrap?
Bhaha.
DEElekgolo
February 15th, 2009, 12:57 PM
I use a Vue for skies and Headus for unwrapping. I do particles in 3ds max.
Heathen
February 15th, 2009, 12:59 PM
Lol, and what do you use to make those things in your sig?
DEElekgolo
February 15th, 2009, 01:02 PM
My sig rotates. Be specific.
Heathen
February 15th, 2009, 01:11 PM
>.>
the weird designs.
DEElekgolo
February 15th, 2009, 01:26 PM
http://fc72.deviantart.com/fs31/i/2008/234/9/0/Nova_by_DEElekgolo.png
http://deelekgolo.deviantart.com/art/Nova-95572685
These are fractals. I make them using apophysis.
Choking Victim
February 15th, 2009, 01:34 PM
I don't use any automatic unwrapper.
I use a Vue for skies and Headus for unwrapping.
wut?
DEElekgolo
February 15th, 2009, 01:36 PM
Headus isnt an automatic unwrapper.
Disaster
February 15th, 2009, 01:36 PM
Headus isn't automatic unwrapping. It has more tools than 3ds max to unwrap. You still have to unwrap it by setting up seams and packing. It doesn't do it automatically.
Choking Victim
February 15th, 2009, 01:37 PM
Ah, was trying to look into what exactly it was.
Edit: found it, Headus UVlayout.
Hunter
February 15th, 2009, 01:44 PM
UVLayout, developed by headus, is a stand-alone application for the creation and editing of UV coordinates for 3D polymeshes and subdivision surfaces. Used by professionals in the games and visual effects industries, by hobbyists of all ilks and by students, UVLayout's unique approach gives texture artists the tools to produce high quality low distortion UVs in significantly less time than they would by traditional methods.
More info (http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=38)
I dont think it is automatic. (In Dees defence)
Choking Victim
February 15th, 2009, 01:48 PM
Your late.
Masterz1337
February 15th, 2009, 04:26 PM
When the hell did I steal credit?
Im sure you were talking to disaster since he was the only one I told about unwrella recently. No I did not use that and I showed disaster about the tool when he linked me to the Packer that they had.
I'm saying that it does not require crit anymore because its old and is unused now. I respect the crit your giving it but you came up a little late for it.
Then why post it, if you weren't looking for crit in the gallery thread? It's only a few days old. And what have you changed about it since then, if it's old and outdated?
Masterz1337
February 15th, 2009, 04:29 PM
Lol, :fail:
You use something to make skies, particle things, and unwrap?
Bhaha.
http://www.e-onsoftware.com/products/vue/vue_6_xstream/
To make the general sky dome.
http://www.outerspace-software.com/bixorama.html
To quickly convert the panorama into a cubemap and so forth.
And photoshop for making the general adjustments and to put in some extra things into the sky dome. If you need any help on making it then just ask.
__________________
from an old PM about his skies.
DEElekgolo
February 15th, 2009, 04:44 PM
Then why post it, if you weren't looking for crit in the gallery thread? It's only a few days old. And what have you changed about it since then, if it's old and outdated?
I asked for crit back then but no one bothered so I moved on. I had different projects going on back then because I had to crunch work in before finals. Then nearly 15 days later you gave it crit.
Hunter
February 15th, 2009, 04:59 PM
Masterz is pretty experienced with Halo, take his crit nicly.
Heathen
February 15th, 2009, 05:02 PM
Still, I like his shit so idc.
DEElekgolo
February 15th, 2009, 05:29 PM
Masterz is pretty experienced with Halo, take his crit nicly.
Saying "You still don't get how halo skies are done do you?" Does not really help.
Heathen
February 15th, 2009, 05:47 PM
Ask him what he means.
He was referring to when he told you before.
Corndogman
February 15th, 2009, 08:31 PM
If there are stray verts, it will make your assumption inaccurate. Use your head.
I'm just saying, everything appears to be in quads, so one can assume that its an accurate estimation. Even if there are a few stray verts, it will at least be close, but not exact. You know what I meant, so stop trying to be right all the time.
E: didnt realize new page.
Masterz1337
February 15th, 2009, 08:47 PM
Saying "You still don't get how halo skies are done do you?" Does not really help.
Well, CV told you once in great detail, it's not like you don't know or weren't told.
SnaFuBAR
February 15th, 2009, 08:49 PM
stop trying to be right all the time.
hmmmm.... No.
mech
February 18th, 2009, 08:32 AM
so stop trying to be right all the time.
So he should try to be wrong? what?
DEElekgolo
February 19th, 2009, 10:12 PM
Made this for the hell of it.
http://img16.imageshack.us/img16/5122/redbulbff0.gif
DEElekgolo
February 26th, 2009, 11:36 PM
Trying some forerunner crap.
http://img23.imageshack.us/img23/3809/mapidea1.jpg
Inside the bases:
http://img23.imageshack.us/img23/3712/lookslikeatounge.jpg
BobtheGreatII
February 26th, 2009, 11:46 PM
Gonna be honest, that doesn't look very forerunner to me. Of course, every forerunner map I've made has wound up in my "random crap" scenes in my 3ds max folders.
DEElekgolo
March 22nd, 2009, 01:17 AM
I went down a dimension.
http://img207.imageshack.us/img207/6356/desertdood.jpg
DEElekgolo
March 22nd, 2009, 01:40 AM
http://img11.imageshack.us/img11/1517/trucka.jpg
Rob Oplawar
March 22nd, 2009, 01:58 AM
Good thing you wrote that, because otherwise I would not have been able to tell.
That sounds like sarcasm, but it's not. You drew a squiggly box...
DEElekgolo
March 22nd, 2009, 02:48 AM
http://img10.imageshack.us/img10/5364/cliff1copy8096645.jpg
SnaFuBAR
March 22nd, 2009, 05:57 AM
wtf is that? a stone thing pointing at the midnight sky or over view of a land mass and its shoreline? or a cliff viewed from the bottom with a rocky ledge jutting out?
Joshflighter
March 22nd, 2009, 10:05 AM
I don't get it either Dee. :|
Chainsy
March 22nd, 2009, 10:40 AM
I hope you guys know he's just being an idiot and is not being serious.
DEElekgolo
March 22nd, 2009, 10:28 PM
I'm trying...
http://img21.imageshack.us/img21/1011/gerpship3.jpg
In br chains.
CSFLOYD
March 23rd, 2009, 08:22 PM
Is it a plane?
Chainsy
March 23rd, 2009, 08:32 PM
In br chains.
Mind explaining this?
bapsi
March 23rd, 2009, 10:20 PM
BOY.
draw from life.
also. keep practicing.
DEElekgolo
March 25th, 2009, 02:52 PM
Mind explaining this?
Your the official forum troll.
Joshflighter
March 25th, 2009, 03:10 PM
BOY.
draw from life.
also. keep practicing.
This and I sense Dee is just trying to make fun of chains.
If you are Dee, I thought you were ALITTLE more mature about things then this. :|
teh lag
March 25th, 2009, 03:13 PM
Don't make me give out infractions in this thread. Dee and Chains, quit your shit; I don't care who started it.
Chainsy
March 25th, 2009, 06:47 PM
Wait, what, he was making fun of me?
Corndogman
March 26th, 2009, 01:50 PM
Seems like a little too much effort to troll someone, at least for me anyways.
moooving on...
bapsi
March 26th, 2009, 04:14 PM
whoa what's the dealio about people quoting me i'm lost.
DEElekgolo
March 31st, 2009, 09:23 AM
http://img9.imageshack.us/img9/3795/vraygitemplate2.jpg
Jean-Luc
March 31st, 2009, 11:18 AM
Decent material, but from a modelling standpoint that's extremely basic.
Hunter
March 31st, 2009, 11:43 AM
Dee doesnt model, he focuses on pretty renders.
DEElekgolo
March 31st, 2009, 02:33 PM
Dee doesnt model, he focuses on pretty renders.
Hunter doesnt model. He makes things with horrible topology.
I was originally trying to make a bubble shield. The actual object is very low poly. But then I tried using the height map as the displacement map and had some good results. But I ended up using it in unreal to have some fun with physics.
Chainsy
March 31st, 2009, 03:17 PM
That was uncalled for, you don't model, all you do is show pretty renders, he even complimented the renders of being pretty. Hunter can model fine.
Heathen
March 31st, 2009, 03:41 PM
Wait, what, he was making fun of me?
Yes, he was making pictures with very little effort and terrible perspective.
Pictures that he has to explain to be understood what the subject matter is.
Heathen
March 31st, 2009, 03:41 PM
http://img9.imageshack.us/img9/3795/vraygitemplate2.jpg
Honestly very cool.
Simplicity isn't always a -
Advancebo
March 31st, 2009, 03:55 PM
http://img9.imageshack.us/img9/3795/vraygitemplate2.jpg
Some parts look like Play-Doh
Chainsy
March 31st, 2009, 04:24 PM
Yes, he was making pictures with very little effort and terrible perspective.
Pictures that he has to explain to be understood what the subject matter is.
Meh, oh well, his loss of time, not mine. :)
Roostervier
March 31st, 2009, 04:34 PM
The texture noticeably tiles and there's the matter of the random pentagons. And the lowered part that should be black under the red hexagons is red. Lazy recolouring.
DEElekgolo
March 31st, 2009, 04:46 PM
The texture noticeably tiles and there's the matter of the random pentagons. And the lowered part that should be black under the red hexagons is red. Lazy recolouring.
Random pentagons? You cannot have a hexagon sphere without pentagons in it. Also the extrusion of the shapes isnt really supposed to be, so the skin wasnt made for it. I tried using the heightmap made in znormal as a displacement map and it made it look like that. Here is how it was originally supposed to look with normal maps.
http://img4.imageshack.us/img4/9908/normalmeps.jpg
Roostervier
March 31st, 2009, 04:58 PM
Didn't know that. What I do know is that you completely ignored the rest of my post.
Hunter
March 31st, 2009, 06:08 PM
Wtf you stupid prick. I was fucking suporting you by saying that the image wasnt meant to be a good model, but a good render. And why dont you write topology on a peice of paper and choke to death on it, Im sick of seeing the fucking word.
CSFLOYD
March 31st, 2009, 08:52 PM
:lmao:! He probably took your statement as an insult saying he didnt model and so he instinctivley responded negativley, and put one of your cons against you?
DEElekgolo
April 4th, 2009, 03:22 PM
http://img242.imageshack.us/img242/9655/derp.jpg
Practicing Life drawing.
Advancebo
April 4th, 2009, 08:25 PM
The mouse looks flat on the top.
Joshflighter
April 4th, 2009, 09:54 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/derp2.jpg
E: ignore the green table lines. I messed up with that. :(
DEElekgolo
April 4th, 2009, 09:56 PM
I get the mouse proportion but what is the black squiggle?
Joshflighter
April 4th, 2009, 10:02 PM
That is showing where you put the line. You got the angle wrong on it.
DEElekgolo
April 10th, 2009, 12:47 PM
http://img17.imageshack.us/img17/3285/colorsslot5.png
http://img10.imageshack.us/img10/6620/colorsslot6.png
Drew these on my ds.
bapsi
April 14th, 2009, 05:40 PM
keep workin hard.
Heathen
April 14th, 2009, 05:47 PM
keep workin hard.
emphasis
bapsi
April 14th, 2009, 05:52 PM
emphASiS
emphassis
DEElekgolo
May 3rd, 2009, 03:33 AM
http://img8.imageshack.us/img8/1817/wip1h.jpg
Wip :/
L0d3x
May 3rd, 2009, 04:51 AM
That's a pokémon!
Also, I had the strangest dream that you did lightmaps for one of my maps =o
DEElekgolo
May 3rd, 2009, 04:53 AM
Also, I had the strangest dream that you did lightmaps for one of my maps =o
Maybe that means something. :O
Updated.
http://img6.imageshack.us/img6/9708/wip4.png
DEElekgolo
May 3rd, 2009, 06:22 PM
http://img24.imageshack.us/img24/1860/wip7r.jpg
Double post.
kid908
May 3rd, 2009, 08:32 PM
around the glow looks odd. and scratches looks like speed blur. nice mesh =D
DEElekgolo
May 3rd, 2009, 08:35 PM
http://fc07.deviantart.com/fs42/i/2009/123/f/c/Registeel_by_DEElekgolo.png
Final
http://deelekgolo.deviantart.com/art/Registeel-121362081
kid908
May 3rd, 2009, 08:38 PM
that looks alot like the real deal (as real as the deal gets anyways). still think the scratches(or that's what it seems to me) look like motion blur.
Corndogman
May 3rd, 2009, 09:16 PM
I'm pretty sure that's because its not scratches, its just brushed metal. That's why it looks like motion blur, because that's the most common way of doing brushed metal in photoshop. (afaik)
DEElekgolo
May 16th, 2009, 02:07 AM
http://img199.imageshack.us/img199/2237/peniz.jpg
BobtheGreatII
May 16th, 2009, 02:32 AM
What are you looking for crit on? Or are you even looking for crit? lol
Higuy
May 16th, 2009, 07:04 AM
Looks really cool Dee.
Advancebo
May 16th, 2009, 02:20 PM
If thats in CE, lightmaps. If its a render, the materials, lighting, and water.
Delta4907
May 16th, 2009, 04:26 PM
I doubt its Halo, just look at the water.
Malloy
May 16th, 2009, 05:16 PM
I dno, is it a show off of where the water hits the skybox horizon?
DEElekgolo
May 24th, 2009, 02:25 AM
http://img34.imageshack.us/img34/2274/scr9554324.jpg
Emit your opinions.
Advancebo
May 24th, 2009, 02:28 AM
You didnt get my good side...
DEElekgolo
May 24th, 2009, 04:43 AM
http://img38.imageshack.us/img38/4876/rendertits.png
Rendertits.jpg
MetKiller Joe
May 24th, 2009, 09:11 AM
http://img38.imageshack.us/img38/4876/rendertits.png
Rendertits.jpg
Looks nice.
DEElekgolo
May 24th, 2009, 10:58 AM
Tried making forerunner textures and failed horribly at it. Took the easy way out.:saddowns:
http://img29.imageshack.us/img29/4003/renderfuck.png
ODX
May 24th, 2009, 11:05 AM
Too shiny, especially since sand has been being blown onto it for years and years.
For a second it reminded me of that skyscraper course in Mario Kart 64's battle mode, lol.
bapsi
May 24th, 2009, 10:40 PM
i like the lighting on the metal parts.
i agree with ODX on his criticism on the boulder and sand. could be a little duller and more believable.
DEElekgolo
May 29th, 2009, 02:41 PM
http://img29.imageshack.us/img29/5213/zgrab01.png
Malloy
May 29th, 2009, 02:52 PM
kinda cool, but looks like hes wearing a bin bag outfit with all of those clothe ruffles.
ThePlague
May 29th, 2009, 03:37 PM
That and his head seems small in proportion with his body.
bapsi
May 29th, 2009, 04:05 PM
i suggest studying the effect of gravity on clothing and drapery.
Malloy
May 29th, 2009, 04:16 PM
oh and he has a 'gunt' (gut + cunt) - usually seen on old ladies with belts above the waistline.
Heathen
May 29th, 2009, 04:54 PM
oh and he has a 'gunt' (gut + cunt) - usually seen on old ladies with belts above the waistline.
:lmao:
=sw=warlord
May 30th, 2009, 08:33 AM
whats with the massive dent in the side-top of the head?
Malloy
May 30th, 2009, 09:50 AM
sci-fi reasons i am lead to believe.
mech
May 31st, 2009, 12:06 PM
oh and he has a 'gunt' (gut + cunt) - usually seen on old ladies with belts above the waistline.
That's called a fupa.
Fat upper pussy area.
Malloy
May 31st, 2009, 07:07 PM
<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/P3TZymrvQE4&hl=en&fs=1"></param><param (http://www.youtube.com/v/P3TZymrvQE4&hl=en&fs=1%22%3E%3C/param%3E%3Cparam) name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/P3TZymrvQE4&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>
Im pretty sure its a 'gunt'.
edit: Awsome its clear my Youtube embeds done work here the link (http://www.youtube.com/watch?v=P3TZymrvQE4)
Corndogman
May 31st, 2009, 07:56 PM
P3TZymrvQE4
There you go.
E: Hilarious btw.
Heathen
May 31st, 2009, 08:21 PM
P3TZymrvQE4
There you go.
E: Hilarious btw.
quite funny
DEElekgolo
June 2nd, 2009, 09:30 PM
http://img198.imageshack.us/img198/3632/that.png
Made a render for an RP clan I am in.
Malloy
June 3rd, 2009, 03:23 PM
I cannot see alot of the 'b' so it looks kinda shitty. maybe have another light source on it.
Corndogman
June 3rd, 2009, 07:24 PM
I'd say rotate the camera a bit to the right, so that the V is less bright and the B is brighter. And yes, another light source would be good. Especially on the V, since it is purely orange, and the other letters have different shades.
DEElekgolo
June 15th, 2009, 04:56 PM
http://img199.imageshack.us/img199/6940/realtimesex.png
Re-created halo 3's shaders in 3ds max realtime. Who knew halo 3 uses half lambert?
MetKiller Joe
June 15th, 2009, 05:04 PM
http://img199.imageshack.us/img199/6940/realtimesex.png
Re-created halo 3's shaders in 3ds max realtime. Who knew halo 3 uses half lambert?
PM those settings please.
Edit: Damnit, I'd spread rep if I could.
DEElekgolo
June 15th, 2009, 05:17 PM
PMed
DEElekgolo
June 24th, 2009, 03:44 PM
http://img8.imageshack.us/img8/4113/assl.png
http://img145.imageshack.us/img145/5017/which.png
Malloy
June 24th, 2009, 04:10 PM
Uh, i guess the Max one.
klange
June 24th, 2009, 04:16 PM
idk, the Marmoset one actually looks like a large stone weight thing... Xoliul's shader is too gray.
FluffyDucky™
June 25th, 2009, 01:26 AM
I like the Marmoset one better, cept it looks a bit bluey.
Heathen
June 25th, 2009, 03:01 AM
Marmoset ftw.
MetKiller Joe
June 25th, 2009, 10:29 AM
http://img145.imageshack.us/img145/5017/which.png
The viewport shader is doing something weird to the specular and lighting it incorrectly (it looks like obsidian that's been smoothed in a riverbed).
The Marmoset Engine is rendering it like concrete.
If concrete is what you were going for, I'd go with the Marmoset. If you were going for the polished obsidian look, I'd go with the viewport shader.
Corndogman
June 29th, 2009, 05:22 PM
Do a mix of the two. The viewport one is the right color on the outside, but has too much specular, and the inside needs to look different than the outside. make the inside look more like the concrete you have in marmoset.
DEElekgolo
July 1st, 2009, 04:11 AM
http://img269.imageshack.us/img269/5213/zgrab01.png
Concept.
Its gonna end up kind of like this guy.
http://www.wiitalk.co.uk/wp-content/uploads/2008/12/ffcceot1.jpg
Futzy
July 1st, 2009, 01:43 PM
What a beast.
FluffyDucky™
July 1st, 2009, 07:21 PM
Very interesting form, I like it. :)
DEElekgolo
July 17th, 2009, 11:03 PM
http://img102.imageshack.us/img102/1042/59813312.png
Modeled chain's gun for lols.
Futzy
July 17th, 2009, 11:04 PM
ye bro ye
Heathen
July 17th, 2009, 11:12 PM
Looks kind of like a carbine in the back.
But its obese.
DEElekgolo
July 17th, 2009, 11:20 PM
Gained weight over the summer.
Malloy
July 18th, 2009, 07:11 AM
Good job man, you'll have to wait until tomorrow for mine cos i got work and relatives over :(
SnaFuBAR
July 18th, 2009, 01:30 PM
http://img102.imageshack.us/img102/1042/59813312.png
Modeled chain's gun for lols.
the model and the design are REALLY boring :smith:
DEElekgolo
July 18th, 2009, 01:36 PM
Blame chains. :D
http://i305.photobucket.com/albums/nn229/1chains1/shotguncopy-1.png
SnaFuBAR
July 18th, 2009, 02:03 PM
what happened to artistic license?
Newbkilla
July 18th, 2009, 04:12 PM
How the hell would that even work? Doesn't even have a trigger. Your model is missing quite a few details that were in the concept. As for the concept itself, tell chains it looks un-finished, it has that look to it.
Advancebo
July 18th, 2009, 08:30 PM
How the hell would that even work? Doesn't even have a trigger. Your model is missing quite a few details that were in the concept. As for the concept itself, tell chains it looks un-finished, it has that look to it.
Neither does a covenant carbine, plasma pistol, or plasma rifle. :realsmug:
Newbkilla
July 18th, 2009, 08:33 PM
Yes, but he's sub-dividing AKA High poly model, and a high poly model usually has everything modeled into it.
ICEE
July 19th, 2009, 06:32 PM
the design doesn't seem too bad to me, maybe missing SOMEthing. The model looks terrible though. It seems pretty obvious to me that based on the curvey nature of the rest of the gun in the concept, the side that wasn't shown is clearly going to share those curves.
BobtheGreatII
July 19th, 2009, 06:39 PM
I think anyone who's trying to take that model seriously is just silly. : /
DEElekgolo
July 19th, 2009, 06:49 PM
For the lols. Yes.
Ki11a_FTW
July 19th, 2009, 06:54 PM
For the lols. Yes.
?
sounds like a waste of time :|
DEElekgolo
July 19th, 2009, 06:56 PM
Practicing some stuff with malloy actually. And learned a new way of getting floaters on non-planar surfaces as well.
DEElekgolo
August 3rd, 2009, 06:08 PM
http://img17.imageshack.us/img17/7772/wongs.png
So far.
ThePlague
August 3rd, 2009, 07:53 PM
Make that hugemungus and i'll set it as my background.
DEElekgolo
August 3rd, 2009, 08:12 PM
I'll render it overnight at 1600x1200 with super super super sampleing.
DEElekgolo
August 4th, 2009, 01:24 PM
Make that hugemungus and i'll set it as my background.
Done.
1600x1200 (http://fc03.deviantart.com/fs47/f/2009/216/7/4/Sounds_of_the_Universe_Wallpap_by_DEElekgolo.png)
ThePlague
August 4th, 2009, 04:16 PM
:D
DEElekgolo
August 5th, 2009, 12:28 AM
Wip
http://img268.imageshack.us/img268/8617/34276463.png
3ds max viewport so the floaters would show right. The handle is a place holder. Model is for renegade X.
Original
http://www.cncden.com/images_ren4/repairgunbig.jpg
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