View Full Version : [GALLERY] Cagerrin - Forerunner Erections Galore
Cagerrin
July 28th, 2010, 12:27 AM
Theoretically, everything should be oldest to newest, but I'm not completely certain. This is really just so I don't clutter up Quick-Crit.
Ark wall interior:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20080914142509_28m27s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20080914143301_4m50s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20080914144642_7m10s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20080921231151_13m50s.png
Waypoint:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/waypoint_render_7_kerky.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090331154641_50s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090330134001_30s.png
Damnation(aka Invoke):
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100419161536_8m0s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100419165315_1m16s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091017162829_37m28s.png
Hierarchy:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091229162808_4m37s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100102232651_9m52s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100105145356_10m24s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100105153637_14m32s.png
Sennacherib:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100430193051_2m24s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100504015155_5m32s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100516223539_1m20s.jpg
Enigma:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_01.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_02.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_03.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_04.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_05.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_06.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100731005157_8m34s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_07.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100819224411_1m58s.jpg
Misc:
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100328171541_56s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/helican_rifle_ortho.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100303220903_1h6m14s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/mbo_kerky_2.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/nuvacube2.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090914024252_45m2s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091104203729_6m9s.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/mir9_wip_11.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091116000555_5m7s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100309013930_1m39s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/helican_spec_kerky.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/mir9_wip_16.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip2.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip4.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip5_augh_the_shiny.jpg
Model files(.skp format, will import into Sketchup, current version of Max 2010, and any version of Max 2011 (http://www.mediafire.com/?sharekey=a61f7c11f310097016d95d7d00a79b5206c827fc c9b8783bdf80c14c673e42aa66e872d34fb99c3f9976e46b98 53a9ae)
SnaFuBAR
July 28th, 2010, 01:18 AM
some pretty good stuff in here. i like how you do forerunner.
neuro
July 28th, 2010, 02:19 AM
yeh what snaf, said, i rly dig your forerunner style.
TeeKup
July 28th, 2010, 03:13 AM
Love you're forerunner style also, I know what that cube thing in misc is from! :D
killer9856
July 28th, 2010, 01:34 PM
Oh the way you model Forerunner :iamafag:
Hunter
July 28th, 2010, 02:45 PM
you makez awesome forerunner.
Cagerrin
July 28th, 2010, 06:07 PM
Should have another interior render for Enigma incoming(1:56:42 and counting, 70%, kerky hate interior, render will suck), but here's a few things I missed last night.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091116000555_5m7s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100309013930_1m39s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/helican_spec_kerky.png
And, if you've got Max 2010 or 2011.... (http://www.mediafire.com/?sharekey=a61f7c11f310097016d95d7d00a79b5206c827fc c9b8783bdf80c14c673e42aa66e872d34fb99c3f9976e46b98 53a9ae)
Cagerrin
July 29th, 2010, 06:28 AM
Spent the entire day trying to get the interior render to not suck, failed. Also, I worked out how the back wall ramp would work.
Well, grav lift. Would have taken 4 or 5 flights of ramps otherwise, and while I could have done something like the original H1 E3 trailer, it would be a pain to navigate.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_04.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_05.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_06.jpg
Lateksi
July 29th, 2010, 07:25 AM
Haha those models are so cool you made me actually laugh in joy wtf.
Cagerrin
July 29th, 2010, 07:18 PM
Enigma(and this area in particular) is just one of those things that clicked into place by itself. Couldn't get the renders for this part to light properly, so it's just viewport screens this time.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_07_vp.pnghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_08_vp.png
Cagerrin
August 1st, 2010, 11:35 PM
First render's old, and doesn't show that the left end of the ramp is a bit lower(to make the slides one-way.), but it should give a better idea on the layout. Bases(second render) have an elevator(grav lift?) connecting them to the lower level.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100731005157_8m34s.jpghttp://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_wip_07.jpg
(updated the model file for it, as well)
ThePlague
August 1st, 2010, 11:38 PM
What program are you using to model this?
Cagerrin
August 1st, 2010, 11:43 PM
Sketchup. Can't for the life of me get the hang of Max, especially how clumsy the viewport controls are.
ThePlague
August 1st, 2010, 11:46 PM
This would be so much more awesome in max. And yeah, the controls are kinda shit, but you get used to it.
Cagerrin
August 1st, 2010, 11:49 PM
I can actually put this stuff into Max, I just model in Sketchup. 2011 has native .skp import, which as far as I can tell is error-free, so I might even be able to put this into Halo. Trying to put it in UDK at the moment, though.
ThePlague
August 1st, 2010, 11:50 PM
Yeah, in UDK it'd look pretty sweet. Doesn't have shit AA either.
Cagerrin
August 15th, 2010, 11:28 PM
Messing with this thing again between Enigma texturing sessions.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/mir9_wip_16.jpg
pretty much just tweaking from here, I've got most of the design down.
NotZac
August 16th, 2010, 01:21 AM
This is some nice work here. I really like your take on Forerunner architecture; it's like a lovely blend of each Halo game. Keep up the cool stuff.
Cagerrin
August 16th, 2010, 04:17 AM
R1Tbj8z1aSM
Can't embed 1080p, oh well.
(also I hate the new just watched/up next screen. Fucking Web 2.0)
TeeKup
August 17th, 2010, 10:02 AM
It reminds me of some of the ridiculously long guns used by Gundams, I like it.
Cagerrin
August 17th, 2010, 03:15 PM
Heh, I was in the process of hollowing out the area around the trigger to accommodate bulky fingers, though I was thinking cyborgs rather than mobile suits.
Cagerrin
August 20th, 2010, 01:48 AM
So I decided that it didn't need the front/back beams, and they were kinda simplistic anyway...
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20100819224411_1m58s.jpg
Cagerrin
September 19th, 2010, 07:00 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip2.jpg
Need to make a less generic grenade launcher and a forward hood for the optics.
Cagerrin
September 27th, 2010, 07:16 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip4.jpg
Sitting at 5990 tris at the moment, going to keep it under 6k, since the scope hood should simplify it once I figure out what it's going to look like.
Red slide-switch toggles the trigger over to the grenade launcher, green toggles the rocker that guides the spent casings out one side or the other, and rotates the eye-cup 180° unless held back instead of being permitted to return forward. Charging handle is duplicated on the other side. In the future guns are ambidextrous because we are maybe less stupid than we are now.
Warsaw
September 29th, 2010, 03:10 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip4.jpg
Sitting at 5990 tris at the moment, going to keep it under 6k, since the scope hood should simplify it once I figure out what it's going to look like.
Red slide-switch toggles the trigger over to the grenade launcher, green toggles the rocker that guides the spent casings out one side or the other, and rotates the eye-cup 180° unless held back instead of being permitted to return forward. Charging handle is duplicated on the other side. In the future guns are ambidextrous because we are maybe less stupid than we are now.
http://fc07.deviantart.net/fs43/i/2009/146/1/4/AM2C_by_Von_Krupp.jpg
Lol, had to for my sake. I just find it amusing how you and I both came up with a similar shape roughly 7 years apart.
Cagerrin
September 29th, 2010, 05:04 AM
That's pretty sweet, though it looks more like a horizontally squished version of the Shirow gun I used as a ref for the MIR9.
++++
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ar-ciw2_wip5_augh_the_shiny.jpg
Got it down to 5916 tris.
Still need to run wires under the scope hood towards a direct optic-link jack behind the scope trough, but I think I've got the hood design down, barring any major "that's terrible you should fix it, this is what you should do..." comments.
(fun fact: this gun literally started out as a terrible m14/p90 hybrid fetus thing)
Warsaw
September 29th, 2010, 07:25 PM
It's actually based on the 7.62mm MG turrets found in Halo 2. I can see the P90 in your gun very, very clearly. The entire rear section looks like a P90 that's been spliced to a strange upper receiver.
DEElekgolo
September 30th, 2010, 08:38 PM
http://deelekgolo.codebrainshideout.net/Pics/2010-09-30_1735.png
:raise:
Cagerrin
September 30th, 2010, 08:40 PM
I don't see anything wrong with trying to help people, if that's what you're remarking on.
DEElekgolo
September 30th, 2010, 08:42 PM
Why are you not postin' that kind of stuff here eh?
Cagerrin
September 30th, 2010, 08:43 PM
Nobody's asked?
I've thought of making a tutorial, but that would require :effort:
DEElekgolo
September 30th, 2010, 08:44 PM
Would be nice to have some sort of cheat sheet as a reference to Oni/new mombasa/covenant/UNSC/flood(?)/forerunner architecture.
Cagerrin
September 30th, 2010, 08:49 PM
Well, other than Forerunner stuff I can't pontificate with any certainty, Oni architecture(I assume you're referring to Sword Base), is very Forerunner on the outside but other than that I don't know much about it.
e: I'm going to see if I've got a simple chunk of Forerunner that showcases the various angles, and try to tutorialize it.
Warsaw
September 30th, 2010, 09:01 PM
Would be nice to have some sort of cheat sheet as a reference to Oni/new mombasa/covenant/UNSC/flood(?)/forerunner architecture.
Only problem I can see with that is stifling of imagination. I mean, not all Forerunner architecture is the same; the ruins and even the control room on Delta Halo are vastly different than the stuff you saw in the first or third games.
Cagerrin
September 30th, 2010, 09:16 PM
Even the Delta control room uses those angles, which are fairly easy to figure out. Using those angles to make something that looks Forerunner is something that I have no idea how to explain, I just bumble along with it. You have to think of a structure as a sculpture, and try to flow mini-assemblies into each other. I've got a screen somewhere showing a "good wall" and a "bad wall", which I'll dig up in a minute.
http://www.majhost.com/gallery/TalonX/randomstuff/forerunner_cheat_sheet_angles_units.png
DEElekgolo
September 30th, 2010, 09:26 PM
Make profile silloutettes in illustrator, use that as a basis for structures.
Cagerrin
September 30th, 2010, 09:43 PM
Not a bad idea, though I actually do that in Sketchup, it works quite well.
http://www.majhost.com/gallery/TalonX/randomstuff/forerunner_wall_flow.png
Note that the first wall, while technically using Forerunner angles and increments, has far less flow than the second. The pillar is the same in both walls, but in the second it's made part of the wall instead of an outside object.
Cagerrin
November 3rd, 2010, 12:20 AM
Making a jetpack, doot-de-doo
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/kerkythea_haet_render_times.jpg
trivia time: where's it from, and am I crazy to attempt the whole thing with Sketchup?
TeeKup
November 3rd, 2010, 02:56 AM
Interesting design. I like it.
Warsaw
November 3rd, 2010, 04:03 PM
Making a jetpack, doot-de-doo
trivia time: where's it from, and am I crazy to attempt the whole thing with Sketchup?
Part of me wants to say Warhammer 40k, though I don't think that's right at all.
Cagerrin
November 6th, 2010, 01:50 AM
Part of me wants to say Warhammer 40k, though I don't think that's right at all.
Now that you mention it, the thruster arms do look a bit like SM jump-packs, but no, it's not 40k.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ss_ks_hs_lmant.jpg
(this might make it easy to guess, but idk)
(still need to add the thumb, and a mechanism to slide the barrel forward. thankfully I only have to make two different finger types)
t3h m00kz
November 7th, 2010, 09:05 AM
.. Zone of enders?
Never played it but it reminds me of what I saw of it for whatever reason
Dwood
November 8th, 2010, 04:08 AM
I'm thinking metroid.
Cagerrin
December 18th, 2010, 08:31 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101218230419_3m51s.jpg
FYODU1M 20mm anti-materiél rifle.
Warsaw
December 19th, 2010, 04:00 AM
That, good sir, is pure bad-ass.
Cagerrin
December 19th, 2010, 04:18 AM
Thanks. Pretty happy with it so far, if only because it's the fastest I've ever taken something from concept to (mostly finished)model.
Well shit, I completely forgot to do the optical cluster. Will update render with that and the proper carriage sockets once I model it.
(guess the acronym? hint: the M is for mounted and has nothing to do with the rest of it)
Warsaw
December 19th, 2010, 07:58 PM
Couldn't tell you, doesn't fit into familiar weapon naming conventions at all, even in combination. Also, please tell me that is an infantry gun and not something for a...mech...*shudders*
Fake E: I also think it looks a helluva lot cooler without a scope.
Cagerrin
December 19th, 2010, 08:45 PM
Couldn't tell you, doesn't fit into familiar weapon naming conventions at all, even in combination. Also, please tell me that is an infantry gun and not something for a...mech...*shudders*
Fake E: I also think it looks a helluva lot cooler without a scope.
It's not related to any naming convention that I know of, though it's similar to a military acronym or two. Infantry, though it's meant to be mounted in the troop bay of a helicopter.
Yeah, I tend to dislike scopes. Only mounting one out of necessity.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101219173207_3m55s.jpg
(will get renders from other angles later, don't really want to set up lighting planes again)
Warsaw
December 20th, 2010, 10:51 PM
At least it's a small scope. A tall one would have ruined the profile.
Cagerrin
December 21st, 2010, 12:28 AM
Would it ruin the profile if I extended the scope forward a lot, so that the bit that the scope's resting on forms a shell around most of the barrel?
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101220211557_1m23s.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101220210907_1m29s.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101220211415_1m27s.jpg
Warsaw
December 23rd, 2010, 11:11 PM
I don't think so. But it's your gun man, do what you want to it.
Cagerrin
December 28th, 2010, 04:16 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20101228131212_2m54s.jpg
DarkHalo003
December 28th, 2010, 06:05 PM
Any tutorials that you found good for starting Forerunner? I'm really wanting to work on making good Forerunner soon and your stuff looks pretty cool.
Cagerrin
December 28th, 2010, 06:39 PM
Don't think I've used any tutorials for it. Ripped most of the BSPs from H2 with Entity, and rebuilt them(they imported to sketchup at ~1% scale) by measuring and rounding off to nearest 10", face by face. Do that for a few levels, and you ought to get a good feel for how forerunner stuff is constructed.
SnaFuBAR
December 29th, 2010, 11:17 PM
Any tutorials that you found good for starting Forerunner? I'm really wanting to work on making good Forerunner soon and your stuff looks pretty cool.
i have a basic one for structures. this could get you started.
http://www.modacity.net/forums/showthread.php?16703-Quickly-Creating-Forerunner-Structures
Cagerrin
January 2nd, 2011, 07:06 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20110102155936_2m48s.jpg
Prisoner - floor = more death-by-falling than Precipice.
Con
January 2nd, 2011, 10:33 PM
:D
What I was gonna say before you left is that it should have more levels but include some teleporters to make it easier to get around. Sorta like a wrapped up Boarding Action.
Cagerrin
January 2nd, 2011, 10:42 PM
I was actually thinking of adding at least one teleporter, so I could have an extra doorway to mirror the glassed-in corner detail. :tinfoil:
More levels would be interesting, above or below the map? The prong in the center's going to be sitting on a track well below the bottom floor, maybe I could make that track into another level.
Con
January 6th, 2011, 02:26 AM
Just more floors in general. Prisoner has 3-5 depending how you define it. Maybe have 7 floors?
Lateksi
January 8th, 2011, 02:56 PM
Cool idea. A larger and higher Prisoner would make a great map. By the way, have you progressed with the Damnation-like map?
Cagerrin
January 8th, 2011, 08:01 PM
Just more floors in general. Prisoner has 3-5 depending how you define it. Maybe have 7 floors?
They'll both have to be underneath, but 7 floors is certainly doable.
Cool idea. A larger and higher Prisoner would make a great map. By the way, have you progressed with the Damnation-like map
Not since the renders in the OP. I tend to start stuff, work until I run out of ideas, work on something else, and go back when I get more ideas. Might pick it up again, I was thinking of combining it with Great Escape.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20110108164620_3m54s.jpg
How's this for a prong assembly?
Con
January 10th, 2011, 01:14 AM
Nice, I like what you did with the sides of it where the the glass platform sort of slides into those slots. I'd make the top surface of the platform flat, thought. I hate little bumps on small walkways and stuff because you can get stuck or bumped into the air or whatever and it causes warping sometimes. We probs don't want any warping in a map like this.
Cagerrin
January 10th, 2011, 01:40 AM
If I ever put this into a game engine, I can just have a simple collision plane for the platform, so I don't think it'd really mess up anyone walking over it.
Cagerrin
March 25th, 2011, 05:26 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/ms_wip1.png (http://www.majhost.com/gallery/TalonX/randomstuff/Inspiration/Mechs/bgc-ms-phs-1.png)
e:
http://www.majhost.com/gallery/veyveyr/Skynet/ms_wip3.png
Cagerrin
March 26th, 2011, 09:43 PM
http://www.majhost.com/gallery/veyveyr/Skynet/ms_wip_4.png
side-sprites
are
a bitch
Thankfully, unlike front/back they can mostly just be flipped.
Cagerrin
May 2nd, 2011, 12:06 AM
http://www.majhost.com/gallery/veyveyr/Skynet/marauderx64wip3.png
Due to various stages of "computer overheats if it has to run anything 3D", I've taken up spriting.
Dwood
May 9th, 2011, 09:15 PM
http://www.majhost.com/gallery/veyveyr/Skynet/marauderx64wip3.png
Due to various stages of "computer overheats if it has to run anything 3D", I've taken up spriting.
Spriting is awesome. Try doing 3-frame idle animations- learn to effectively use layers, things like that. But above all, keep at it.
Pooky
May 10th, 2011, 12:35 PM
http://www.majhost.com/gallery/veyveyr/Skynet/ms_wip_4.png
side-sprites
are
a bitch
Thankfully, unlike front/back they can mostly just be flipped.
Your detail is good, but nobody stands like that. Take a look at these sprites for comparison
http://img163.imageshack.us/i/alucardstand.png/ http://img685.imageshack.us/i/samusstand.png/ http://img688.imageshack.us/i/zerostand.png/http://img163.imageshack.us/img163/1163/alucardstand.png http://img685.imageshack.us/img685/8691/samusstand.png http://img688.imageshack.us/img688/5075/zerostand.png
try to make your standing poses look more natural, and if it's going into a video game make sure like they look like they're ready for a fight. Unless that's just supposed to be an idle suit of armor or something, in which case ignore this. Also as you can see here, using bright/contrasting colors is always a good idea with character sprites. If your sprites are too dull they might actually blend into the background thus making gameplay frustrating.
Crackers
May 10th, 2011, 03:54 PM
Your detail is good, but nobody stands like that. Take a look at these sprites for comparison
http://img163.imageshack.us/i/alucardstand.png/ http://img685.imageshack.us/i/samusstand.png/ try to make your standing poses look more natural, and if it's going into a video game make sure like they look like they're ready for a fight. Unless that's just supposed to be an idle suit of armor or something, in which case ignore this. Also as you can see here, using bright/contrasting colors is always a good idea with character sprites. If your sprites are too dull they might actually blend into the background thus making gameplay frustrating.
I think he was just doing a standard T pose to get the details and anatomy right
Cagerrin
May 10th, 2011, 05:42 PM
Yeah, it's just a reference sprite(and I'm horrible at humanoid stuff, no matter what medium). Haven't started trying to animate it yet, as I've got a ton of statics to do(plus moving a lot of 32x32 sprites to 48x48 (http://www.majhost.com/gallery/veyveyr/Skynet/rescale-ening_1.png)).
Not sure I'm going to be using it anyway, at least not without making it less "direct copy" of the motoslave.
Cagerrin
June 19th, 2011, 04:47 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_crosssection1.png
Kerky's AA pass managed to utterly ruin the radiance maps(and everything else, ugh), but hell if I'm going to spend another two hours rendering just to have it happen again.
DarkHalo003
June 19th, 2011, 03:41 PM
Wow, very nice looking. You are, indeed, a pro.
Cagerrin
June 19th, 2011, 11:06 PM
Heh, well, blame Teltaur. This thing would look far worse if he hadn't let me use his texture pack.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_right_ramp1.png
Teltaur
June 20th, 2011, 12:03 AM
Speaking of which, I have a severely updated pack with plenty of revised/new textures that I'm sure you could put to use. I'll send it your way when I get the chance.
Cagerrin
June 20th, 2011, 06:49 PM
That'd be damn awesome. Thanks again.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_layout_combi.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_upper_overhead.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_lower_overhead.png
Dunno if these make a lot of sense, but this layout's kinda wierd.
(might be able to put it into UDK if it works on this computer(shitty HP laptop I had previously froze in UDK every minute or so))
DarkHalo003
June 28th, 2011, 12:36 PM
Oh and where do you get such blue wall textures? I've been trying to find some nice, bluer colored walls for a map I'm working on (it's way too brown right now) and I can't locate any good ones anywhere that give off a Forerunner vibe.
Cagerrin
June 28th, 2011, 07:02 PM
For the most part the diffuse maps aren't particularly blue, but all the light's coming from those radiance maps(plus Kerky's physical sky preset is rather blue). You'd have to ask Teltaur about getting the pack, I think.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_right_ramp_from_top.png
Hunter
June 30th, 2011, 04:48 PM
Your Forerunner is amazing...
Higuy
July 3rd, 2011, 10:25 AM
Looks good, only thing I can complain about is that those lights are tiled way to much with little variation... There's more lights then just the circle on and trapezoid one.
Cagerrin
July 3rd, 2011, 07:20 PM
Yeah, I'm swapping a bunch of lights around now that I've got a version of the texture pack with more of them.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/enigma_inengine1.png
(lighting oddities are due to auto-triangulated ngons, haven't started fixing them yet)
neuro
July 5th, 2011, 02:03 AM
(lighting oddities are due to auto-triangulated ngons, haven't started fixing them yet)
pssst, that's just smoothinggroups.
(having none at all assigned makes unreal apply 1 to everything)
make sure you make proper lightmap UVs.
Cagerrin
July 5th, 2011, 03:05 AM
Not sure the .skp->.ase exporter thinks about smoothing at all, probably going to be a pain to fix.
neuro
July 5th, 2011, 03:11 AM
autosmooth with low value, should work.
also, .ase (or unrelengine itself, not sure) doesn't support multiple smoothinggroups per face.
keep that in mind when you do your smoothing.
(unless they improved that later on, since this was at least the case with UT3)
Cagerrin
July 5th, 2011, 04:06 AM
From what I can tell, Sketchup only applies a smoothing group to the edges that are within angle parameters for the smooth operation, so that doesn't really work.
version2
July 5th, 2011, 09:16 AM
Last I read .fbx had support for multiple smoothing groups on import. I could be wrong though.
neuro
July 5th, 2011, 10:13 AM
did a little research, but couldn't really find any documentation on unreal only supporting 1 SG per face. (though i'm pretty sure of this)
you'd be best off doing a simple test-mesh.
the thing i did find confirmation on, is that unreal needs a smoothinggroup applied to EVERYTHINg, otherwise it'll create one for you (usually bad)
version2
July 5th, 2011, 10:29 AM
I do know that you can eliminate some of the weird lighting issues with a second UV for lighting and using normal maps that have crisp edges and are totaly flat on the faces of the model.
neuro
July 5th, 2011, 11:04 AM
I do know that you can eliminate some of the weird lighting issues with a second UV for lighting and using normal maps that have crisp edges and are totaly flat on the faces of the model.
no, that's just proper workflow lol, you should always do that, regardless of what you do :P
edit: sorry for hijacking thread :P
version2
July 5th, 2011, 05:22 PM
no, that's just proper workflow lol, you should always do that, regardless of what you do :P
edit: sorry for hijacking thread :P
Of course.
Also make sure tha the UV's edges fall exactly on a light or dark pixel and not half way through one.
Cagerrin
August 1st, 2011, 04:36 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib1.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib2.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib3.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib4.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib5.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib6.png
TeeKup
August 1st, 2011, 06:36 AM
Are you systematically building docks and what-not on a forerunner deathstar? I approve.
Cagerrin
August 1st, 2011, 06:52 AM
Yeah, I suppose they're docks. More H2 Library(need to work up a gondola model).
Plan is to eventually model the whole thing out, then split it into a bunch of levels with the background stuff lower-res.
Higuy
August 2nd, 2011, 06:14 PM
Neat.
DarkHalo003
August 2nd, 2011, 09:09 PM
Damn, how are you so good at this again?lol.
Cagerrin
August 2nd, 2011, 10:01 PM
Practice, practice, practice.
Originally I'd exported a bunch of H2 campaign BSPs into sketchup thinking I could use them as references, but they imported at 1/100th for whatever reason(.obj scaling or something, idk). When I scaled them up the measurements weren't particularly whole(16' 7 11/16", for example), but I realised that they were supposed to be in increments of 10". Ended up rebuilding, line by line, a couple of things(sentinel walls gondola area, Colossus) to get the measurements fixed, and, well, do that a couple of times and you ought to get a good understanding of how things fit together out of it. I highly recommend it.
(on a relevant note, I didn't copy the campaign maps onto this computer when I built it, and I can't find them online anywhere. Anyone run across them?(win-serv.net/xboxfiles/ doesn't work anymore, sadly)
Cagerrin
August 13th, 2011, 05:33 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib_kicklift1.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib_kicklift2.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/sennacherib_kicklift3.png
(that's ~320' of drop-boosted gravlift)
(currently I'm planning to have a smaller gondola docked at each of the four pillars around the edge of the library space(main gondolas'll be connected to the pillars via hallways etc behind the wall), with four of these lifts on each of the lower four prongs facing towards it(FLOODGUNS))
Cagerrin
August 17th, 2011, 10:25 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackledwip1.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackledwip2.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackledwip3.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackledwip4.png
neuro
August 18th, 2011, 04:59 AM
sup prisoner
Cagerrin
August 18th, 2011, 05:08 AM
Minus the floor (http://www.modacity.net/forums/showthread.php?22063-GALLERY-Cagerrin-Forerunner-Erections-Galore&p=567802&viewfull=1#post567802), but yeah
Nero
August 18th, 2011, 08:37 PM
I honestly could not model in that program even if I was paid too.... I would commit suicide.
With that being said; That's some awesome modeling!
Boba
August 18th, 2011, 09:32 PM
Once again, great stuff, man.
Cagerrin
August 21st, 2011, 01:19 AM
oh god it's gonna go to my head
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackled.png
something I've been trying to do with this as much as possible is to make areas distinct geometry-wise in comparison with the original(seriously prisoner is THE most repetitive map). Means sacrificing symmetry in places, but I imagine it'll play better(or worse, watching people not having a clue where to go was always funny).
e: so there's a bottomless pit and WHADDYA KNOW, the lightbridge is on the fritz again
mendicantbias.tga
Boba
August 21st, 2011, 03:16 PM
What engine are you putting this in?
Cagerrin
August 21st, 2011, 03:21 PM
So far just UDK. If I can figure out how to not be shit with max it might go into CE but I'm not promising anything.
(UDK also means I can do gravlifts instead of ladders, fuck ladders)
Cagerrin
August 22nd, 2011, 11:47 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/llamallamaduck.png
Now to somehow evoke a dragon-llama image with forerunner textures.
(geometry's done barring sudden inspiration to fix a second-level door)
Cagerrin
August 30th, 2011, 03:06 AM
...and of course 343i had to go and remodel the same map I'm working on, which has at least given me some ideas.
(fuuuuuck them for not getting forerunner door structure at all, though, even if Prisoner itself wasn't the best example)
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/unshackled_upper_window.png
Cagerrin
January 23rd, 2012, 06:52 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/qtower_texwip1.jpg
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/cbre141_wip1.png
DarkHalo003
January 25th, 2012, 02:14 PM
1st Pic: Classic as ever!
2nd Pic: Looking nice and appealing to the eyes, not sure what it is though.
Cagerrin
February 22nd, 2012, 08:14 AM
http://www.majhost.com/gallery/veyveyr/Skynet/jpiiausfmprelim_platesfront.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/jpiiausfmprelim_platesback.jpg
fuck interleaved road wheels SO MUCH, thank you
Boba
February 23rd, 2012, 12:26 AM
JPII? Jagdpanther II?
What chassis is it based on? 0_o
Cagerrin
February 23rd, 2012, 12:35 AM
Mostly just eyeballed off the Panther/II, lengthened a bit, extra plate over the transmission(lead-wheel drive on tanks is /retarded/ and needs armour). Also a bit of JgPzIV for the casemate since the rear case for the JP is badly sloped.
(colours are plate punchability in the style of that A-10 manual)
Cagerrin
February 26th, 2012, 03:37 AM
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip1.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip2.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip5.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip3.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip4.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip6.jpg
Front plate around mantlet(well, it's sort of mantlet but very prelim because I had to test elev/depr/trav) is pretty derpy, not entirely sure what to do with it.
(went kind of nuts modeling the breach for the 10.5cm L/100, will get renders later)
Cagerrin
February 27th, 2012, 06:10 PM
suddenly adding tracks tripled the tricount to 80k-ish. I'm pretty much overdetailing this as it's for a WoT contest thing and I want to do cutaways.
http://www.majhost.com/gallery/veyveyr/Skynet/JPII/jpiiausfm_wip8.jpg
Boba
February 27th, 2012, 07:37 PM
watch out, the WoT contests are kind of tricky--they've indicated in the past that they don't give a fuck about quality! :v:
Cagerrin
February 27th, 2012, 07:59 PM
Yeah, I kind've noticed that (http://forum.worldoftanks.com/index.php?/topic/95603-design-your-own-german-armored-vehicle-contest/page__view__findpost__p__1498213), though since I can't write worth a shit I probably won't bother actually entering this, it's just fun to model. Doing a full visual(haha I could try functional engine models and such but too much of a pain) interior for it, I think. 5, maybe 6 crew(paired loaders or something), double engines, 10.5cm PaK 46 L/100(+20/-8, 15/15)(should get exact measurements at some point, but the chassis is only slightly longer than the gun, as a scale ref).
rossmum
March 5th, 2012, 09:06 PM
Your wheel arrangement is wrong for a torsion bar suspension, the roadwheels on one side need to be advanced a few inches ahead of the other so the bars have room to run across the floor
Cagerrin
May 18th, 2012, 11:20 PM
Yeah, you can tell how bad I am at tanks just by looking at it.
Using half-length bars connected to a center mounting rail would reduce their effectiveness, right?
(I am also bad at planes (http://www.majhost.com/gallery/veyveyr/Skynet/archangel_wip1_orthoset.png), but at least it has more internal space than the F-35~)
DarkHalo003
May 18th, 2012, 11:49 PM
Nice airplane rossmum Cagerrin.
t3h m00kz
May 19th, 2012, 11:25 PM
its kinda basic but if you're going for style it's pretty sweet.
Cagerrin
May 30th, 2012, 01:20 AM
(I guess it is pretty basic, but I've been working directly with the geometry so it doesn't feel like it)
went back and completely remodeled the wings, previously they were logical-extension-of-geometry rather than proper airfoils and the geo itself was really messy
http://www.majhost.com/gallery/veyveyr/Skynet/archangel-c_001.jpg
http://www.majhost.com/gallery/veyveyr/Skynet/archangel-c_002.jpg
PopeAK49
May 30th, 2012, 02:13 AM
All of this work is great. You are a great artist. Keep it up!
neuro
May 30th, 2012, 10:21 AM
looks alright, now go in there, and refine it!
Cagerrin
June 11th, 2012, 06:49 AM
working on it but it's a matter of "whenever the fuck I get inspired to do something to it", I pretty much have dozens of unfinished things floating around because I can only seem to work in spurts of inspiration.
meanwhile idk if this counts, TLG appear to have underped their designer program(it used to snap-rotate in 15-degree increments, making any sort of fiddly fitting impossible) since I last used it.
http://www.majhost.com/gallery/veyveyr/Skynet/lddscreenshot6.png
http://www.majhost.com/gallery/veyveyr/Skynet/lddscreenshot8.png
neuro
June 11th, 2012, 10:50 AM
looks pretty kewl tbh
DarkHalo003
June 11th, 2012, 12:22 PM
LEGO my Ego.
Rentafence
June 11th, 2012, 02:13 PM
Put that shit in Legoland and make it drop nukes.
Cagerrin
June 11th, 2012, 05:49 PM
heh, Legoland stuff is at a much larger scale than that usually, could probably do it in LDD but it's crash-prone.
Now that I'm actually awake instead of hurr posting at 4am I can see a lot of stuff that I ought to fix, bleh
Had another Lego thing I was trying to recreate in LDD but apparently it used semi-legal connections(lego studs don't fit in technic pin holes, but the difference is so small that with physical parts you can), so I can't post renders, instead have a collage.
http://www.brickshelf.com/gallery/Cagerrin/MOCs/Butterfly/harak_phv4_butterfly.png
(for bonus points, spot the mistake that's common to every shot)
Cagerrin
July 10th, 2012, 09:35 PM
http://www.majhost.com/gallery/veyveyr/Skynet/lddscreenshot80.png
TWotW's HMS Thunder Child. Have to build it in thirds because LDD can't into large models(even with culling, remember that each stud's done with eight sides). Turret has remote control elements and internal mechanisms for elev/depr/trav.
(unfortunately LDD can only take screenshots at monitor res and the brick outlining is aliased so I have to scale down a bit, anyone know way to screencap larger than monitor res? nvm I have a solution, re-upping image)
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