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Tarzan
August 26th, 2007, 10:14 AM
I started learning some plane modeling, so I just kinda started this base. Sorry about the render quality - I just stuck some Omni lights in so it wasn't dark. Suggestions for a map this would go around? I'm thinking kind of like a Sidewinder-ish map with the bases in kind of hills or something. I suppose I could make an outside for the bases as well, but it looks like there should be a kind of weird layout with where I put the base entrances....


http://milmac.com/kenny/hostme/pichost/plane2.jpg

http://milmac.com/kenny/hostme/pichost/plane3.jpg

http://milmac.com/kenny/hostme/pichost/plane4.jpg

http://milmac.com/kenny/hostme/pichost/plane5.jpg

http://milmac.com/kenny/hostme/pichost/plane6.jpg

http://milmac.com/kenny/hostme/pichost/plane7.jpg

Ki11a_FTW
August 26th, 2007, 10:21 AM
Looks, ok, but needs smoothing

Tarzan
August 26th, 2007, 10:30 AM
yeah - I haven't applied any smoothing groups yet.... and I think converting it to editable mesh made some smoothing errors on the inside. I dunno how to get rid of those except with some very specialized smoothing groups

Roostervier
August 26th, 2007, 10:38 AM
I see lots of non planar faces, please fix them. Also, those ramps on the outside don't look forerunner at all. Also also, the outside is too plain, and it looks the same.

Tarzan
August 26th, 2007, 11:25 AM
rooster - you're talking about the faces on the inside? I had to switch to editable mesh for something and that happened. I think it has to do with the retarded way editable poly faces some things...

I dunno if I'll fix the outside yet - It might be hidden in the ground, it might not. If it's above ground, I'll fix some of that stuff. I was kinda aiming for forerunner architecture, and I think I did a decent job on most of the inside (not that door - lol) The outside IS kinda gross, but I think it'll look better once it's actually in the map...

Bastinka
August 26th, 2007, 11:27 AM
It follows the same pattern too much, I dislike that. Too many messed faces, it's allright but not good.

Roostervier
August 26th, 2007, 11:38 AM
No, actually, editable mesh is an accurate representation of how the faces would actually look. Just change the points of the vertices so they are planar.

Mass
August 26th, 2007, 11:40 AM
Yeah, I think it looks better in my concept art, at least it does for the moment.

Bastinka
August 26th, 2007, 12:02 PM
Yeah, I think it looks better in my concept art, at least it does for the moment.
Wait what?
:picsorstfu:

Tarzan
August 26th, 2007, 12:04 PM
massacre posted something on halomaps related to this... concept art based on the model... but the art looks better than the model. at the moment.

Mass
August 26th, 2007, 12:04 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/baseexterior.jpg
[/paint ownage]

I geuss I won't be stfu'ing then. ;)

Tweek
August 26th, 2007, 04:35 PM
editable mesh :fail:

try poly, it has more win, and build-in anti-make-bumbass-mistakes.
it also hides non-planar faces :D

Tarzan
August 26th, 2007, 04:51 PM
I think converting it to editable mesh made some smoothing errors on the inside.

I was using editable poly, but don't models have to be in mesh to export? I was looking at the model in mesh briefly to see if there were errors like that in the model.

http://milmac.com/kenny/hostme/pichost/plane9.jpg

new render... scuse my lack of practice making clay renders...

Tweek
August 26th, 2007, 05:39 PM
lack of practice? rofl. you need practice in stuffing a skylight in a scene?

Mass
August 26th, 2007, 06:07 PM
editable mesh :fail:

try poly, it has more win, and build-in anti-make-bumbass-mistakes.
it also hides non-planar faces :D

not to mention multiple tools that they share operate better in editable poly, like cut.

Tweek
August 26th, 2007, 06:10 PM
imma cut you!

Mass
August 26th, 2007, 06:20 PM
homes!

Tweek
August 26th, 2007, 06:25 PM
stop trolling ma forumz bitch

Tarzan
August 26th, 2007, 06:47 PM
lack of practice? rofl. you need practice in stuffing a skylight in a scene?

I'm sure there are ways to tweek (no pun intended) the render to produce better images than the ones I have... Anyway - I've re-FTP'ed most of these pics...

mR_r0b0to
August 26th, 2007, 07:12 PM
I'm sure there are ways to tweek (no pun intended) the render to produce better images than the ones I have... Anyway - I've re-FTP'ed most of these pics...
It's spelled tweak..

Tarzan
August 26th, 2007, 09:18 PM
you have GOT to be kidding me... honestly, is english your first language? the guy telling me about the renders is named Tweek,,, tweek is homophonic with tweak...

I have the model in a BSP and sealed now... pics coming when I finish the rest of the terrain... BTW - does anyone know how to make faux-tree borders like timberland has?

Roostervier
August 26th, 2007, 10:43 PM
Yes, make planes and put a filler bitmap on it with an alpha that gets rid of anything excess.

Mass
August 26th, 2007, 10:55 PM
Yes, make planes and put a filler bitmap on it with an alpha that gets rid of anything excess.

I thought they were scenery? w/e:

http://warnerkirby.blogs.com/photos/uncategorized/the_more_you_know775718.jpg

Tarzan
August 27th, 2007, 11:40 AM
The base on the basic BSP... no advanced terrain wet...

http://milmac.com/kenny/hostme/pichost/plane8.jpg

Tarzan
August 28th, 2007, 08:30 AM
mm - I argee the exterior doesn't look forerunner, but the interior is almost the same as the other one except for a couple layout changes...

Bastinka
August 28th, 2007, 08:47 AM
Yuck, someone's BSP needs a makeover. Otherwise, it's good that you're trying! Shows confidence. You might wanna run through some levels of Halo Singleplayer, thats what I usually do to get a better idea of how forerunner structures are built..

Oshi- Showers still running! :gonk:

Mass
August 28th, 2007, 08:55 AM
Yuck, someone's BSP needs a makeover. Otherwise, it's good that you're trying! Shows confidence. You might wanna run through some levels of Halo Singleplayer, thats what I usually do to get a better idea of how forerunner structures are built..
it looks reasonably forerunner to me, part of the thing about modelling forerunner stuff is that lots of people have trouble with getting the style right. I count myself among the lucky on this subject.



Oshi- Showers still running! :gonk:
lol.

Bastinka
August 28th, 2007, 09:16 AM
it looks reasonably forerunner to me, part of the thing about modelling forerunner stuff is that lots of people have trouble with getting the style right. I count myself among the lucky on this subject.
Well, most people think its just a bunch of extrudes/bevels and chamfers. It looks like it but it's more complex then that.

Mass
August 28th, 2007, 09:35 AM
You sir are completely correct, and they are wrong, those features can be used to imitate the style but there is no substitute for plane modelling.
its hard to define sure, but when you do it right like arteen and firedragon ect... it can be quite beautiful, I prefer it to human, to be honest.

Mass
August 28th, 2007, 09:51 AM
Just revise the outside then, and you'll be set.

yeah, but you don't have to stick with concept, in fact please don't, I was too happy with it and greedy about the idea that I made it myself. [/jew]

Tarzan
August 28th, 2007, 12:42 PM
Silentwind, you can't judge the bsp based on a low camera angle like that. The camera is basically ON the ground - and there's no textures or other indication of the height...

I've found you can do a decent forerunner architecture with extrudes and scales. The problem I have with my plane modeling is getting everything to be uniform...

Mass
August 28th, 2007, 02:04 PM
If you use the gizmo and shift clone then you can keep the axis the same.
Also use the coordinates at the bottom to make sure everything lines up if you're having trouble.