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BobtheGreatII
June 3rd, 2009, 01:53 AM
I figured I shouldn't clutter up other threads with my nonsense, so I thought I might fill my own thread with my own crap. :downs:

OLD:

SMG Model:
http://img297.imageshack.us/img297/2240/19265329ym9.png
http://img186.imageshack.us/img186/5855/38910850ip0.png

Turret for the anti-air competition:
Poly Count is 149,210.

Concept Art:
http://img186.imageshack.us/img186/977/97965421tw6.png
http://img300.imageshack.us/img300/6539/concept2ms7.png
Some shots of the model:
http://img300.imageshack.us/img300/2788/entirethingfrontfe2.png
http://img529.imageshack.us/img529/2790/entirethingbackgd0.png
Wireframe (Sorry it's screen shotted, render takes too long lol):
http://img504.imageshack.us/img504/2305/completens8.jpg
Other Detail Renders:

http://img247.imageshack.us/img247/5053/render1in8.png
http://img510.imageshack.us/img510/1357/generatorfp1.png
http://img530.imageshack.us/img530/8823/fenceqg0.png
http://img360.imageshack.us/img360/8922/conesap4.png
http://img360.imageshack.us/img360/9783/backgb9.png
http://img293.imageshack.us/img293/262/turretue4.png


Random pictures from the Entropy ModDB:

http://media.moddb.com/images/games/1/11/10033/KNIFEwbackground.jpg
http://media.moddb.com/images/games/1/11/10033/MAIR.jpg
http://media.moddb.com/images/games/1/11/10033/SIC.jpg

The Rhino:

http://img291.imageshack.us/img291/4916/rhinoau1.png
The Heavy Rhino:
http://img372.imageshack.us/img372/6470/rhinoml1.png
NEW:

Scorpion for HRH:
12,502 Polys
http://img24.imageshack.us/img24/9293/idleo.jpg
http://img199.imageshack.us/img199/9623/scorp.png

Halo 3: ODST: Auto-Mag:

http://img198.imageshack.us/img198/6671/automagnewfullview.png
http://img188.imageshack.us/img188/6426/automagback.png
Oh and... :iamafag:
http://img192.imageshack.us/img192/6374/ingamev.jpg

:v:

Boba
June 3rd, 2009, 03:20 AM
Great stuff, man! :D

neuro
June 3rd, 2009, 03:46 AM
you've definately got something nice going, it's just a shame that most of your models went bad when you started detailing them, they're totally uncoherent, and because of it, most of your scenes ended up being a clusterfuck.

BobtheGreatII
June 3rd, 2009, 02:30 PM
you've definately got something nice going, it's just a shame that most of your models went bad when you started detailing them, they're totally uncoherent, and because of it, most of your scenes ended up being a clusterfuck.

I'm going to guess you weren't around for the competitions that happened here. A lot of those models (Eg the turret) were made for the competitions. And think what you will, but that turret won me a free game. :nsmug:

Hunter
June 3rd, 2009, 02:49 PM
you've definately got something nice going, it's just a shame that most of your models went bad when you started detailing them, they're totally uncoherent, and because of it, most of your scenes ended up being a clusterfuck.

I am guessing you are a pro at modeling? Could you show us some of your latest work?

Also, awesome stuff bob :)

Corndogman
June 3rd, 2009, 03:51 PM
I believe he was talking to neuro

:mech2:

BobtheGreatII
June 3rd, 2009, 03:55 PM
Oh.

:mech2:

That post makes so much more sense then. lol

Joshflighter
June 3rd, 2009, 04:04 PM
Now that, is beauty on my screen. :)

klange
June 3rd, 2009, 04:20 PM
Even if that turret is a clusterfuck, it's the best damn clusterfuck ever.

And I still like the MAIR...

CabooseJr
June 3rd, 2009, 04:22 PM
Your name doesn't lie.

Hunter
June 3rd, 2009, 04:33 PM
The turret does look like pure sex. Dunno what the guy is on about.

neuro
June 4th, 2009, 03:12 AM
I am guessing you are a pro at modeling? Could you show us some of your latest work?

Also, awesome stuff bob :)

indeed, i'm pro at modelling :3

i'm still waiting for my latest work to be cleared by legal before i can post anything, and i don't really want to post my old stuff, since (in my opinion anyway) it's rather embarassing. i haven't really done much in my free time lately, so i've got none of that (anything recent anyway) to show either unfortunately.

BobtheGreatII
June 18th, 2009, 09:41 PM
So after watching some videos on ODST...Again... I decided that I am going to try to recreate Security Zone from Firefight. I got done drawing the layout... at least what I could gather from the videos...

http://img8.imageshack.us/img8/6061/1000655u.jpg

So I'm going to start modeling right now.

Also, if you decide you want to do this yourself. Don't. Or I will personally hunt you down and tear off your nipples. :mech2:

Edit: If someone wouldn't mind donating their barricade models for scenery. I would be very happy to give you credit at release.
Fake Edit: Should this be multiplayer? Or singleplayer with a bunch of covenant droping in?

Chainsy
June 18th, 2009, 09:49 PM
Unless you do some major changes to the blueprint, I say single player as in multiplayer it does not seem to be very balanced.

ThePlague
June 18th, 2009, 09:52 PM
Make it single player

Joshflighter
June 18th, 2009, 09:52 PM
Can I model that? :p

BobtheGreatII
June 18th, 2009, 09:55 PM
Can I model that? :p

Only if you don't care about your nipples. :mech2:

But I would like your barricade. :iamafag:

klange
June 18th, 2009, 09:58 PM
I better start seeing Draco parts in this thread within the next week, mister. >:|

Joshflighter
June 18th, 2009, 10:16 PM
As long as Disaster doesn't mind. Its also being textured, so win win. :)

But really, if you need help modeling this.... its so damn awesome. :(

E/


Doosooster™: sure
Doosooster™: make a sub'd high poly though

Disaster
June 18th, 2009, 11:38 PM
As long as Disaster doesn't mind. Its also being textured, so win win. :)

But really, if you need help modeling this.... its so damn awesome. :(

E/

second part was referring to you

BobtheGreatII
June 19th, 2009, 05:41 PM
Can someone tell me wtf is going on here. I have never had the lightmaps freak out this bad before:

http://img36.imageshack.us/img36/5293/bleherrors.jpg

Chainsy
June 19th, 2009, 05:46 PM
Isn't that nuggets map?

teh lag
June 19th, 2009, 06:18 PM
Check "simple parameterization" on the shaders, then re-run.

BobtheGreatII
June 19th, 2009, 09:01 PM
Check "simple parameterization" on the shaders, then re-run.

Already did.


Isn't that nuggets map?

Lol no.

teh lag
June 19th, 2009, 09:24 PM
In that case... idk. Maybe check the smoothing groups on the model?

MetKiller Joe
June 20th, 2009, 10:04 AM
Check what bitmaps you have for base maps in shaders. Then recheck that those shaders are properly named.

Check then double check you have the bitmaps opened in your multi-sub objects and make sure you have the referenced correctly in the Material ID string box.

Malloy
June 20th, 2009, 10:32 AM
In that case... idk. Maybe check the smoothing groups on the model?


Was gonna suggest this, but didnt want flak for presuming you didnt know how to apply smoothing groups :\

Rentafence
June 20th, 2009, 01:04 PM
After finishing that firefight level, you should upload it to youtube as "Secret Leaked Halo ODST footage!!"

Malloy
June 20th, 2009, 05:46 PM
I vote Conscars to make the destroyed city sky :P :P :P :D :D :D

Gwunty
June 20th, 2009, 09:29 PM
Triangulate your mesh in max, chances are it wont look to different to the ingame product. which means your doing it wrong.

il Duce Primo
June 21st, 2009, 12:02 PM
Apply a solid metal texture and shader to it all. That way you can narrow it down to what might be causing this.

BobtheGreatII
June 21st, 2009, 01:24 PM
Oddly enough, after adding a checkered texture for testing, the shadows are hardly noticeable. I will have to fix it later, but for right now it's ok. I'll try to get them fixed on the final release. Gonna try to get some renders of it, but there isn't a whole lot to look at at the moment.

BobtheGreatII
October 13th, 2009, 08:59 PM
How sad that I was the last to post in my thread. :saddowns:

Weapon I had in the studio's quick crit thread... But with an improved scope.

Concept from Pimp My Gun:

http://img160.imageshack.us/img160/3601/myweaponu.jpg

The actual model I made:

http://img73.imageshack.us/img73/5176/riflerenderone.jpg
http://img73.imageshack.us/img73/9400/riflerendertwo.jpg
http://img207.imageshack.us/img207/7639/riflerenderthree.jpg

SnaFuBAR
October 13th, 2009, 09:10 PM
stock and pistol grip didn't translate over very well at all. your pistol grip is too fat and the hex bolts on your stock looks hella cheap.

BobtheGreatII
December 13th, 2011, 04:49 PM
I see what you did there October of 2009. But I thought I might bump this for a little bit of a nothing update.

Truth be told I haven't modeled a hole lot in between. After working on a map for a while I sort of gave up. But I figure now I will try to revive one of my older models. A model of the scorpion I did for HRH back in the day. Thought I might update it a bit and try to make it a little more clean/realistic... Note this is only about an hour worth of work, so not a whole lot is going on, but I figure if I post it I'll have to keep posting updates.

I want to make it a mix of the Reach/Halo 1 scorp.

http://img855.imageshack.us/img855/2594/scorp1.jpg

Nero
December 13th, 2011, 04:57 PM
So I was going to your first page... and I thought I was looking at my own work. (The scorpion and ODST pistol). :P
Nice stuff man.

Keep going with the tank! When I created the high poly tank, I found it really fun to compare with the original halo 1 tank and build off of it.

TeeKup
December 14th, 2011, 06:00 AM
I've always wanted to make a Scorpion with modular weapons placed on the armor on its tracks. Give it mortar launchers on its rear tracks (anti personnel fragmentation shells), maybe mount some rockets or missiles on the front tracks. Last but not least integrate a larger coaxial machine gun and usable smoke grenades.

neuro
December 14th, 2011, 08:39 AM
i really liked the first iteration of teh scorpion you made, and i'm actually really looking forward what you come up with this time.

I was planning on making a high res scorpion myself, but i think i'll hold off on that one for just a bit for now :3

BobtheGreatII
December 27th, 2011, 07:55 PM
Just a few more WIP shots of the front track area:

http://img404.imageshack.us/img404/2511/scorpnew.jpg
http://img851.imageshack.us/img851/9397/scorpnew3.jpg

Crit is always welcome.

Nero
December 27th, 2011, 09:04 PM
May I ask how you went about doing those threads? Btw lookin awesome man!

PenGuin1362
December 28th, 2011, 12:24 AM
watch those edges, pretty tight. Actually, are you subdividing or just beveling the edges on everything, looks like you're just beveling. Not that that's terrible, but subdividing will give better results. Still, loosen up the edges. Also really exaggerate those details that would be picked up in a normal map. Looking forward to this, I love seeing high poly halo stuff, good luck

neuro
December 28th, 2011, 11:31 AM
watch out there bob, you're making those edges too tight

BobtheGreatII
December 28th, 2011, 11:31 AM
So I heard I had some tight edges. Lol

I'll be sure to get those fixed.

BobtheGreatII
January 6th, 2012, 02:19 AM
Thoughts? Complaints?

http://img215.imageshack.us/img215/2594/scorp1.jpg

PenGuin1362
January 6th, 2012, 02:30 AM
greebles! personally I want to see some more detail in the armor plating itself. I see you got some screws on there but I think you can definitely push it more and actually make it look like individual plates of armor.

BobtheGreatII
January 6th, 2012, 02:50 AM
I had thought about it. The scorpion has usually been a fairly smooth tank. But I agree. Wanted to see what you guys thought.

neuro
January 6th, 2012, 06:13 AM
stop chamfering.

make ring-selections and connect that shit.

chamfer = you kill your mesh

BobtheGreatII
January 6th, 2012, 02:57 PM
So. Something more like this? (The purple box)

http://img535.imageshack.us/img535/4058/testivf.jpg

PenGuin1362
January 6th, 2012, 06:17 PM
well lets see the unsmoothed wireframe

neuro
January 6th, 2012, 06:30 PM
yes more like that actually. (from what i can see)

BobtheGreatII
January 20th, 2012, 01:23 AM
Here's a bit of an update. I'm going through redoing a bunch of stuff since the loop and ring select thing makes so much more sense. Anyway, WIP as always, but please let me know about your complaints.

http://img191.imageshack.us/img191/2295/scorp2.jpg
http://img807.imageshack.us/img807/5004/scorp4.jpg
http://img829.imageshack.us/img829/3586/scorp3.jpg
http://img269.imageshack.us/img269/6686/scorp5.jpg

Edit: Also I know it looks like things are tight, but like, when you're as near to it as you would be in game, things are much smoother looking. I just have no clue how to show off such a large vehicle.

Double Edit: Yes everything is sub divided, except of course the old stuff.

Triple Edit: I think I'm going to have to redo the hatch, the bottom section wouldn't come out right, it keeps pinching.

neuro
January 20th, 2012, 04:37 AM
the driver-seat-cover bit seems really... well it looks stupid.
design-wise.

PenGuin1362
January 20th, 2012, 11:28 AM
I like the direction you're going with the divers canopy, but I'd have to agree, currently it just looks, well as neuro said, stupid.

BobtheGreatII
January 20th, 2012, 12:11 PM
It was in an attempt to go for the Halo Reach scorpion.

http://images.wikia.com/halo/images/a/ae/Halo_Reach_Scorpion.png

Edit: I think the biggest problem with it now is that it's too bulky looking. I think it needs slimmed down. Also, why is it that you two are the only ones that post in my thread?

Nero
January 20th, 2012, 12:51 PM
Doh. I post in your thread too. I want some love!

Eh, its because us 4 and maybe one or two others are the only 3d artists that have a clue on whats going on and feel like posting. At least so it seems.

Edit: Forgot why I came in this thread. Awesome work man! I'm loving the updates. =D

BobtheGreatII
March 10th, 2012, 03:43 PM
Working on a Halo 4 Battle Rifle. Obviously this is the high poly:

http://img193.imageshack.us/img193/8373/halo4rifle.jpg

Grrr. This thing is made up in to so many pieces it's retarded.

Nero
March 10th, 2012, 11:13 PM
Yea, I modeled the reach AR and it had so many pieces it was ridiclous. Heh.

It's turning out, likin it. :)

BobtheGreatII
March 13th, 2012, 03:38 AM
Going to have to change out the hex screws for actual flat head screws. And the scope needs some work... hard to understand a lot of the design from the pictures. And some other misc fixes. But it's close.

Holy weird shadows, but whatever:

http://img845.imageshack.us/img845/5948/arender.jpg

Warsaw
March 13th, 2012, 05:04 AM
You know, that little piece under the barrel bothers me and it seems extraneous. If 343i just removed that (maybe replace it with a torch), it would look a whole lot better in my opinion.

How does it look from the front and top?

neuro
March 13th, 2012, 09:09 AM
:intersecting boxes:

integration is key!!!



also: area shadows, REEALLLYYYY????

samnwck
March 13th, 2012, 12:29 PM
I think it looks pretty cool, though I'm not one to judge on such things but as far as accuracy to the original model, it looks pretty good!

Hunter
March 14th, 2012, 09:56 AM
I'm really liking the tank, I think the default maps should be upgraded with OS to add normal maps and HD lightmaps and the other current gen features. More detailed geometry as well for the map it's self. Get on it :P

And I have just finished my Halo 4 Battle Rifle, your's looks more accurate than mine though as I didn't really bother making it 100%. I'm going post it in Quick-Crit thread now so I can get bombed ! :P

BobtheGreatII
March 15th, 2012, 10:08 PM
Alright, calling it a day with this. Like I said, I have CMT stuff to be working on right now. So anyway, here it is. And yes, now you guys know my name. Congratulations. :tinfoil:

http://img717.imageshack.us/img717/5121/halo4battlerifle.jpg

Nero
March 16th, 2012, 12:21 AM
The rail looks a bit odd, but other then that, this turned out great! :)

neuro
March 16th, 2012, 03:27 AM
i still think the whole design is shit

BobtheGreatII
March 16th, 2012, 03:38 AM
You mean "whole"? And you can take it up with 343i.

Also, do you ever say anything positive? Lol

PopeAK49
March 16th, 2012, 04:15 AM
My last name is also Sullivan. Maybe we are cousins...

Great model though. Something about the Halo 4 BR reminds me of Crysis.

neuro
March 16th, 2012, 04:30 AM
You mean "whole"? And you can take it up with 343i.

Also, do you ever say anything positive? Lol

thanks for the heads-up on that one..

and yes, i'm currently not dying in a pool of burning lava.

BobtheGreatII
January 24th, 2013, 05:11 AM
Since Modacity is gonna die anyway, figured I might as well dump the stuff I've been doing for CMT in here.

http://img571.imageshack.us/img571/9421/finalhigh.jpg
http://img842.imageshack.us/img842/5102/finallow.jpg
http://img585.imageshack.us/img585/1424/finalcomposite.jpg
http://img138.imageshack.us/img138/5102/finallow.jpg
http://img201.imageshack.us/img201/9421/finalhigh.jpg
http://img193.imageshack.us/img193/9207/finallowbake.jpg
Lul terrible smoothing :v:
http://img23.imageshack.us/img23/2393/finallowi.jpg
http://img341.imageshack.us/img341/9421/finalhigh.jpg
http://img841.imageshack.us/img841/9207/finallowbake.jpg

And more recently:
http://imageshack.us/a/img833/9421/finalhigh.jpg

Hurrr. To think I used to get rep in this thread for the stuff I used to make. How times have changed. :-3

Warsaw
January 24th, 2013, 08:20 PM
Dat DMR. Looks so much better without the ridiculous front sight on the official versions.

PenGuin1362
January 24th, 2013, 09:25 PM
So you got some pretty tight edges here and there, careful with those. Also what I'm seeing with your texture is very little detail in the spec and cosine/gloss. Especially metal you want keep your diffuse detail subtle then really bring it out using the spec and cosine. Also modeling text is old school, nDo that shit brah. Would also like to see some other stuff from you besides halo remakes.

BobtheGreatII
January 24th, 2013, 11:58 PM
So you got some pretty tight edges here and there, careful with those. Also what I'm seeing with your texture is very little detail in the spec and cosine/gloss. Especially metal you want keep your diffuse detail subtle then really bring it out using the spec and cosine. Also modeling text is old school, nDo that shit brah. Would also like to see some other stuff from you besides halo remakes.

Lol did you not see the Assault Rifle? Edge tightness isn't too much of an issue anymore. Those models before the Assault Rifle were pretty early 2012. Don't worry too much about it. And I'm quite aware that the the texture is a little blah. But it was a first real attempt, wait 'till you see the Assault Rifle skin. As for Spec, you can't hope that Halo is going to do what most of these modern engines can do with it. And the text gets deleted, it's simply there for when I would send the model to Dano and he could tell where things were meant to go. Don't think for a second that those got baked down.

As for using nDo, it's a pretty lazy ass tool. I would rather figure out how to actually texture before taking it to that. It's pretty easy to tell when people have used it, you lose any kind of actual artistic presence in the model when you have the same filters on everything. Just look at Polycount lately.

Also I don't have much time in between CMT stuff and my real life to be making much else, but I would certainly like to get on it.

PenGuin1362
January 25th, 2013, 12:28 AM
As for using nDo, it's a pretty lazy ass tool

Pipeline dude. nDo is an amazing tool for subtle details and greebling. It is a massive time saver in that aspect but nDo is for normal mapping, you wouldn't texture that stuff.


you lose any kind of actual artistic presence in the model when you have the same filters on everything

Sounds like you're referring to dDo. Which is also a FUCKING SWEET tool. Saves sooooo much time. But it's just that, a tool. Using it as face value you get what you described, the similar looking style across all assets. It's great to use as a jumping point for your texture and then you can go in and give your stuff that really unique look without spending the time of defining the materials for each surface on your model.

BobtheGreatII
January 25th, 2013, 12:41 AM
Oh right, you got me. Sorry, I was talking about dDo. And I agree that it's alright, just tired of seeing threads on Polycount of people abusing it.

neuro
January 28th, 2013, 04:09 AM
yep, i was making the same argument about these kind of tools when it was first announced, everyone will end up using default settings and go 'hurr i maek gud!'

it'll really only results in fuckwits thinking they're any good at stuff, when they simply aren't.
and there's going to be a ton of stuff from a ton of people making stuff that ALL LOOKS EXACTLY THE SAME. same filters, same materials, etc.

protip: learn skill, not tools.

DarkHalo003
January 28th, 2013, 11:25 AM
yep, i was making the same argument about these kind of tools when it was first announced, everyone will end up using default settings and go 'hurr i maek gud!'

it'll really only results in fuckwits thinking they're any good at stuff, when they simply aren't.
and there's going to be a ton of stuff from a ton of people making stuff that ALL LOOKS EXACTLY THE SAME. same filters, same materials, etc.

protip: learn skill, not tools.
I agree 100%. One needs to learn how to stylize their skills and learn the skill of using the tools in the best ways possible. I see a lot of similar stuff and it's confusing because it's difficult to tell if it's a standard in the industry or just people utilizing defaults like you've said.

From what I've learned as a general rule of thumb, unless it's a cognitive form of work in which precision over personalization matters, people enjoy work that is unique and stylized. If you look at something as simple as the artists we have all grown up to know, like van Gogh or Dali, they both use totally stylized skills and content that is exclusively from them. I honestly wish I could say "Oh I know that digital artist's work really well," but frankly it's just so difficult to tell who has what style unless you're studying a friend's or colleague's work and know beforehand.

PenGuin1362
January 28th, 2013, 08:50 PM
yep, i was making the same argument about these kind of tools when it was first announced, everyone will end up using default settings and go 'hurr i maek gud!'

it'll really only results in fuckwits thinking they're any good at stuff, when they simply aren't.
and there's going to be a ton of stuff from a ton of people making stuff that ALL LOOKS EXACTLY THE SAME. same filters, same materials, etc.

protip: learn skill, not tools.


Totally true, but it's be apparent when people just use default settings so people who actually know what they're doing can easily tell. But if you're not a fuckwit, having dDo in a production setting can shave off a good chunk of time to get your base layers going. Especially with little shit that no one really has the time to fuck with but you need made anyway.

Unfortunately I see all these students starting to use it like "look what I can do!" and skip the whole actual skill part.

PopeAK49
January 31st, 2013, 12:11 AM
I ain't going to waste my time unless I'm getting paid....