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Lightning
January 26th, 2008, 12:25 AM
Picture 1: Sphere 1 or 2
Picture 2: Sphere 1 or 2


Uhhh

Those are the EXACT same textures.. just offset slightly on the sphere.

What?

NuggetWarmer
January 26th, 2008, 12:47 AM
Uhhh

Those are the EXACT same textures.. just offset slightly on the sphere.

What?

Lies. It's just colored differently. :P

Con
January 26th, 2008, 01:17 AM
Well I finished my first texture.
http://img165.imageshack.us/img165/7691/render5vb6.jpg
It's lacking detail and crispness when you view it full sized. Shrunken down it looks alright. Keep trying, it's a great start.

Roostervier
January 26th, 2008, 11:40 AM
The Spartan Laser is very inaccurate. Also, duce, it looks like they way you textured it made the bump baked in (from that render)... if you only used it for reference for your new lines, make sure you take it out.

Also, Lights is right. He wasn't talking about the two different renders being the same texture, he meant the same texture was applied to both spheres in either render.

il Duce Primo
January 26th, 2008, 12:06 PM
O yea those lines. They ingame will glow. I don't know how to make it glow in 3dsmax. If you know please tell me.

Ki11a_FTW
January 26th, 2008, 02:26 PM
single player delta halo map i was working, and i decided i am gonna finish and release

(high res image below)

http://img137.imageshack.us/img137/654/deltahalokq0.jpg (http://imageshack.us)
(i am aware of the hand problem with the marine with a br)


I need to fix those cliffs in the background they are ugly atm

SnaFuBAR
January 26th, 2008, 04:56 PM
i hope the rest looks a lot better than that.

Jay2645
January 26th, 2008, 05:16 PM
Agreed.

Terror(NO)More
January 26th, 2008, 06:24 PM
No Lightning if you look very closely, you will see they have different bump maps on each sphere, but its all said and done ill probably use the first texture because the second one looks more like sh3t.


NuggetWarmer thats the first spartan laser Ive seen done very well. Now you need to just give it an excellent texture. =]

Jay2645
January 26th, 2008, 06:44 PM
No Lightning if you look very closely, you will see they have different bump maps on each sphere, but its all said and done ill probably use the first texture because the second one looks more like sh3t.


NuggetWarmer thats the first spartan laser Ive seen done very well. Now you need to just give it an excellent texture. =]
I don't see anything. Next time, just post 1 of your (shitty) textures.

Also, the Spartan Laser is VERY inaccurate. It will take some time to fix, or you could just scrap that model and start over. It's hard, but sometimes necessary.

LinkandKvel
January 26th, 2008, 06:52 PM
Also, the Spartan Laser is VERY inaccurate. It will take some time to fix, or you could just scrap that model and start over. It's hard, but sometimes necessary.
And?..... I rather it be inaccurate with visual variations rather than the carbon copy of the already existing weapon unless that's the way he wants it. In that case i might as well play Halo 3 if i want the same exact thing. Make Custom content for Halo Custom Edition people plz not a Remake for Halo Remakes Edition bcuz its not called that and if it was then then Halo would suck.

Terror(NO)More
January 26th, 2008, 07:37 PM
I don't see anything. Next time, just post 1 of your (shitty) textures.

Dude thats unnecessary. They have improved actually, just havnt posted any yet they are not finished.


BTW I need opinions on which bombed wall looks better. Thx

Non-Clay:
http://img181.imageshack.us/img181/5480/whichfl4.jpg


Clay:
http://img156.imageshack.us/img156/5235/whichclayrg1.jpg

PlasbianX
January 26th, 2008, 07:41 PM
Dude thats unnecessary. They have improved actually, just havnt posted any yet they are not finished.


BTW I need opinions on which bombed wall looks better. Thx

Non-Clay:
http://img181.imageshack.us/img181/5480/whichfl4.jpg


Clay:
http://img156.imageshack.us/img156/5235/whichclayrg1.jpg

Neither. But maybe the right if i HAD to choose between the 2.

Tweek
January 26th, 2008, 07:44 PM
Dude thats unnecessary. They have improved actually, just havnt posted any yet they are not finished.


BTW I need opinions on which bombed wall looks better. Thx
[ew]

neither.

you have no idea what you're trying to make.
get some reference.


you're doing cut->Bevel->fail

you should be doing: [actual modelling]-> win

JunkfoodMan
January 26th, 2008, 07:47 PM
Try not chamfering, it gives the wall a very uniform look for something battle-damaged.

Terror(NO)More
January 26th, 2008, 08:58 PM
Any better? I'm trying to get it all good.

http://img254.imageshack.us/img254/931/bettervw7.jpg

CtrlAltDestroy
January 26th, 2008, 09:00 PM
The rebar doesn't look good at all, not to mention the actual damaged area itself.

il Duce Primo
January 26th, 2008, 09:04 PM
The rebar does make it look better. But put the rebar in so before it was blown up it had a purpose. Don't just stick it in random places. And make the hole alittle more nateral. Move the verts around. I doubt if you blow soemthing up it would eb that perfect.
Edit you might want to make the rebar also have 3 sides. Any more is just poly wastage.

Terror(NO)More
January 26th, 2008, 09:05 PM
CtrlAltDestroy or Someone - Can you demonstrate to me then what it should properly look like...?
Do a quick 5 minute model session and render.


EDIT: 6 x 3 x 3 = 54 - I dont think that will lag someones computer for the 3 bars I have.

PlasbianX
January 26th, 2008, 09:45 PM
http://www.kolumbus.fi/sy-k/pentagon/hole.jpg

Like that tbh.

jngrow
January 26th, 2008, 09:46 PM
CtrlAltDestroy or Someone - Can you demonstrate to me then what it should properly look like...?
Do a quick 5 minute model session and render.


EDIT: 6 x 3 x 3 = 54 - I dont think that will lag someones computer for the 3 bars I have.

The holes are too perfect, all you did was cut-> shift+drag edges. Mix it up a bit.

Con
January 26th, 2008, 09:50 PM
Try not chamfering, it gives the wall a very uniform look for something battle-damaged.
.

Terror(NO)More
January 26th, 2008, 09:54 PM
Ok Plasbian.......wtf thats ugly I want something more halo realistic..

Ill try to jumble it up a bit Ill be back with render when done.

Ki11a_FTW
January 26th, 2008, 10:16 PM
i hope the rest looks a lot better than that.

yeah im gonna get rid of those cliffs and model mountains

PlasbianX
January 26th, 2008, 10:18 PM
Ok Plasbian.......wtf thats ugly I want something more halo realistic..

Ill try to jumble it up a bit Ill be back with render when done.

You can still use it for reference on how a wall would really look when it comes in contact with an explosion >_>

SnaFuBAR
January 26th, 2008, 10:23 PM
yeah im gonna get rid of those cliffs and model mountains
yeh do it like this ok.

http://img521.imageshack.us/img521/1547/terrainzt1.jpg
http://img214.imageshack.us/img214/4696/terrain1lo6.jpg

Ki11a_FTW
January 26th, 2008, 10:41 PM
+rep snaf :D

and here are 2 renders of a snow single player map im working on as well (ignore the skybox faces)

http://img253.imageshack.us/img253/1745/render5zg8.jpg (http://imageshack.us)

http://img180.imageshack.us/img180/674/render5wireframeps0.jpg (http://imageshack.us)
same in wireframe

NuggetWarmer
January 26th, 2008, 10:52 PM
I don't see anything. Next time, just post 1 of your (shitty) textures.

Also, the Spartan Laser is VERY inaccurate. It will take some time to fix, or you could just scrap that model and start over. It's hard, but sometimes necessary.

Just saying, "It r inaqurat do over, kthxbye" isn't going to help me at all. What do I need to fix?

I mean, at least it's more accurate that Scooby's model...

Roostervier
January 26th, 2008, 10:58 PM
It should help tons. It should tell you to find new references because they obviously made your model look bad. It should also tell you people don't like the model so it obviously isn't as good as you think it is.

In other words, start over or fix the existing model. Which, I believe has been said.

e: Also, you could save a few polys by going through and welding the line going down the middle onto either of the sides, since it is straight from then on. The only possible reason for leaving it aside from laziness is, I guess, for skinning (assuming that the gun is mirrored).

paladin
January 27th, 2008, 01:20 AM
Any better? I'm trying to get it all good.

http://img254.imageshack.us/img254/931/bettervw7.jpg

I dont think a 12" wall requires 2" rebar. Maybe my structural engineering class taught me wrong...

Tweek
January 27th, 2008, 03:39 AM
you added 3 bent cylinders and ask if it's better.

srsly, what do you think?

SnaFuBAR
January 27th, 2008, 05:20 AM
http://img521.imageshack.us/img521/3739/bellyofthebeastbd0.jpg

just short of 6k triangles now. still have to finish the frame and interior, too, not to mention the drivetrain. :|

JDMFSeanP
January 27th, 2008, 05:27 AM
How many triangles is the hog normal?

SnaFuBAR
January 27th, 2008, 05:51 AM
maybe around 4k?

Sel
January 27th, 2008, 08:25 AM
:words:



finish Hypo :| , Now. :D

Terror(NO)More
January 27th, 2008, 09:53 AM
I dont think a 12" wall requires 2" rebar. Maybe my structural engineering class taught me wrong...


Paladin everything does not have to compare to the real world people when making a game.



you added 3 bent cylinders and ask if it's better.

srsly, what do you think?


I did more than add those bars I changed the whole look, besides if im doing it so wrong people why not show me what it should look like?


Also there is no perfect in this world that we speak in, it may be able to improve but NOTHING is perfect.


Just a few images I picked up.
http://img142.imageshack.us/img142/6560/blastedwallzv8.jpg

Blasts to the wall can be perfect must I say...take a look...

http://img180.imageshack.us/img180/3910/mosquito5ma9.jpg

http://img88.imageshack.us/img88/4749/1093523758yspb01ngtwspoie9.jpg

teh lag
January 27th, 2008, 10:03 AM
Paladin everything does not have to compare to the real world people when making a game.


No, but it really helps if it does. Also, you're using real-world references.



I did more than add those bars I changed the whole look, besides if im doing it so wrong people why not show me what it should look like?


No, you didn't really. Also, my I refer you to this (http://www.h2vista.net/forums/showpost.php?p=215705&postcount=270) post.You aren't following those references... at all. Yours is vey uniform. Take time and mess it up, don't
cut->Bevel->fail and add some cylinders and moved verts.



Also there is no perfect in this world that we speak in, it may be able to improve but NOTHING is perfect.

...you lost me here. Are you saying you're modeling a bombed-out wall that defied all odds and ended up "perfect?"


Just a few images I picked up.
<snip>
Blasts to the wall can be perfect must I say...take a look...

<snip>
<snip>

Yeah. Those aren't "perfect" in any sense of the word, and your model doesn't look like them.

JunkfoodMan
January 27th, 2008, 10:13 AM
Terror, instead of backlashing against those comments, actually read them and take them into account. If they say a battle-damaged wall doesn't look that perfect, don't try to prove them wrong. They're trying to give you advice and you're just being immature about it. They (and I) say it shouldn't be that uniform, so make it less uniform.
Stop contradicting with other people's claims (which are true, might I add) and swallow the criticism like a man. All I see from what you're trying to prove is laziness.

Tweek
January 27th, 2008, 11:52 AM
wtf is wrong with you terror, if everyone sais it's wrong, you still think YOUre right, anv EVERYONE else is wrong?

gtfo tbh

Sel
January 27th, 2008, 11:58 AM
Im agreeing with tweek here.

Youre being like kid.

Learn to accept critique.

If youre going to post here, expect us to tell you every little thing that is wrong with it, just accept it, and try to make us happy.

Terror(NO)More
January 27th, 2008, 12:00 PM
teh lag im not following paladins refernce picture its not what im looking for. I dont want just a blown out circle...thats all I see. Also teh lag
...you lost me here. Are you saying you're modeling a bombed-out wall that defied all odds and ended up "perfect?" I didnt say my wall ended out perfect....I believe in no perfect only better. Tweek NO WHERE did I say I was right.

EDIT: Any better...

http://img407.imageshack.us/img407/7233/betterdi0.jpg

teh lag
January 27th, 2008, 01:35 PM
teh lag im not following paladins refernce picture its not what im looking for. I dont want just a blown out circle...thats all I see. Also teh lag I didnt say my wall ended out perfect....I believe in no perfect only better. Tweek NO WHERE did I say I was right.

EDIT: Any better...

http://img407.imageshack.us/img407/7233/betterdi0.jpg

See, the problem is that's not "messed up". The hole is uniform. You've got the 3-sided loop going around, and you never see that in real life. Take some time to make it look like it got hit with something, not like someone cut it out.

SMASH
January 27th, 2008, 02:12 PM
Still looks way too uniform... mess it up a bit.

SnaFuBAR
January 27th, 2008, 02:16 PM
finish Hypo :| , Now. :D
that's not KiLLa, foo.:mad:

Sel
January 27th, 2008, 02:18 PM
that's not KiLLa, foo.:mad:

There are too many people named Killa :|

Terror(NO)More
January 27th, 2008, 02:35 PM
Suggestions on what to do to make it not look uniform s in specifics. Not just tell me mess it up it doesn't help me I could mess it up in many different ways.

teh lag
January 27th, 2008, 02:36 PM
Suggestions on what to do to make it not look uniform s in specifics. Not just tell me mess it up it doesn't help me I could mess it up in many different ways.


You've got the 3-sided loop going around, and you never see that in real life.


Jesus, do we have to spoon-feed you everything? Take that uniform 3-sided indent and add sides, gashes, whatever needs to go there.

Terror(NO)More
January 27th, 2008, 02:43 PM
What the hell do you mean by add sides.....There are sides....

teh lag
January 27th, 2008, 02:51 PM
What the hell do you mean by add sides.....There are sides....

http://img296.imageshack.us/img296/509/sidesgh0.jpg (http://imageshack.us)

There. It has 3 sides all around. Make some parts have more sides or make them more jagged or distort them or SOMETHING.

PlasbianX
January 27th, 2008, 02:52 PM
What the hell do you mean by add sides.....There are sides....

Graduate from preschool before coming and asking for more criticism.

Apoc4lypse
January 27th, 2008, 03:26 PM
Graduate from preschool before coming and asking for more criticism.

I lol'd

but yeah, what he just pointed out in the picture, sides 1 2 and 3, because you have 3 sides through out the entire hole it looks way to uniform. An explosion would never make a hole this uniform, not realistically, do what he said, add some cuts and cracks into it, add more sides in some spots and less in others, make it interesting to look at, its too "flat" for lack of a better word other than being too uniform. You need to add cracks, and debri.. idk get creative, imagine what a wall would really look like after it got blown up.

PenGuin1362
January 27th, 2008, 03:27 PM
lolprogress mb? >_>

http://img.photobucket.com/albums/v721/PenGuin1362/thepitwip16.jpg

http://img.photobucket.com/albums/v721/PenGuin1362/thepitwip17.jpg

Sever
January 27th, 2008, 03:28 PM
Lolprogress indeed. Quick q: are you going to be using modified weapons, or classic?

Xegrot
January 27th, 2008, 03:28 PM
Oshi-

Looks like win.

Apoc4lypse
January 27th, 2008, 03:32 PM
WOW, win indeed, whats the poly count for it anyways, jus curious.

Definitely win though.


EDIT: This reminds me of a multi player map I played in halo 3, I'd tell you the name if I knew it but I don't... *doesnt own halo 3 :(*

Timo
January 27th, 2008, 03:39 PM
teh lag im not following paladins refernce picture its not what im looking for. I dont want just a blown out circle...thats all I see. Also teh lag I didnt say my wall ended out perfect....I believe in no perfect only better. Tweek NO WHERE did I say I was right.

EDIT: Any better...

http://img407.imageshack.us/img407/7233/betterdi0.jpg
Take out a few polys on one of the outer sides, and bring part of the wall in to meet the middle row, to look like some of the facing of the wall has been blasted off. A bit like this fake painted hole in the wall (http://www.illusion-art.com/images/Lg1.jpg) that has bits of the plaster around the outside broken off (top left if you don't know what i'm talking about). Oh, and the three sides need to have a different shape all the way around, not like an upside-down \_/. Mix it up a little.

Also, looking awesome, PenGuin. :-D

PenGuin1362
January 27th, 2008, 03:51 PM
both classic and modified version using zteam stuff. and the triangle count currently stands at 15,000. I'm guessing it'll total around 40,000 after being mirrored and the command tower is completed. kinda pushing it there but it'll be portaled so it shouldn't be too bad. we'll see.


EDIT: This reminds me of a multi player map I played in halo 3, I'd tell you the name if I knew it but I don't... *doesnt own halo 3 :(*

...the pit? >_> that would be the map i'm making.

NuggetWarmer
January 27th, 2008, 03:51 PM
It should help tons. It should tell you to find new references because they obviously made your model look bad. It should also tell you people don't like the model so it obviously isn't as good as you think it is.

In other words, start over or fix the existing model. Which, I believe has been said.

e: Also, you could save a few polys by going through and welding the line going down the middle onto either of the sides, since it is straight from then on. The only possible reason for leaving it aside from laziness is, I guess, for skinning (assuming that the gun is mirrored).

http://i164.photobucket.com/albums/u27/foxymccloud/1945258311_e2fe2f174a_o.jpg
http://i164.photobucket.com/albums/u27/foxymccloud/Splaser.jpg

I don't get it. I only see a few inaccuracies.

The line is just there until I'm completely done editing it.

SuperSunny
January 27th, 2008, 05:49 PM
Honestly, if he posted that model with a texture applied, it would not have the same criticism. A model is judged easily based off of a reference, but a reference is there to guide, but to perfect and make exact. The final product, with a texture set up, would probably look very very good.

The detailed lines and figures of the original are done using bumps. They are done through textures and shaders. The actual model can be plain and simple in detail. It doesn't need to be complex. But it has to have enough detail that is noticing to the eye.

Bastinka
January 27th, 2008, 06:31 PM
Haven't modeled since Summer of 2007, first model in a while. This is also my first attempt at texturing, not completely done. Just a test of bumpmapping and forerunner-style textures. Also, the little 'loops' is where a little beam of energy will go through. Not saying what this if for though :3
http://i123.photobucket.com/albums/o290/SilentWindPL/hellothen1.jpg
http://i123.photobucket.com/albums/o290/SilentWindPL/flaminghomo1.jpg
http://i123.photobucket.com/albums/o290/SilentWindPL/flaminghomo2.jpg

SuperSunny
January 27th, 2008, 06:53 PM
Haven't modeled since Summer of 2007, first model in a while. This is also my first attempt at texturing, not completely done. Just a test of bumpmapping and forerunner-style textures. Also, the little 'loops' is where a little beam of energy will go through. Not saying what this if for though :3
http://i123.photobucket.com/albums/o290/SilentWindPL/hellothen1.jpg
http://i123.photobucket.com/albums/o290/SilentWindPL/flaminghomo1.jpg
http://i123.photobucket.com/albums/o290/SilentWindPL/flaminghomo2.jpg

The bumps and style seem to be missing something that makes them forerunnerish, but it looks really good at the same time! Maybe it's the style of the lines, which are close, but seem to be a bit off. It seems unique.

Bastinka
January 27th, 2008, 06:55 PM
Yeah the 'middle' doesn't really fit, but it's my first attempt at texturing actually... haha.

il Duce Primo
January 27th, 2008, 07:30 PM
Well here is something I wipped up real quick to show as an example.
http://img212.imageshack.us/img212/931/examplevq9.jpg

Ki11a_FTW
January 27th, 2008, 07:31 PM
:rolleyes: + rep

Snaver
January 27th, 2008, 07:32 PM
And that's how its done!

Terror(NO)More
January 27th, 2008, 07:44 PM
Primo and Timo that helps alot although Primo Im not making a brick wall but still good job I loves. +rep

Penguin the map itself is a great layout but honestly when you people always complain to people that just model stuff that looks like extrusions and bevels....penguins map sets right in that area. The layout though pulls it all off though.

Bastinka
January 27th, 2008, 07:45 PM
Primo and Timo that helps alot although Primo Im not making a brick wall but still good job I loves. +rep

Penguin the map itself is a great layout but honestly when you people always complain to people that just model stuff that looks like extrusions and bevels....penguins map sets right in that area. The layout though pulls it all off though.
You realize thats 'The Pit', that penguins modeling, right?

PenGuin1362
January 27th, 2008, 07:47 PM
Primo and Timo that helps alot although Primo Im not making a brick wall but still good job I loves. +rep

Penguin the map itself is a great layout but honestly when you people always complain to people that just model stuff that looks like extrusions and bevels....penguins map sets right in that area. The layout though pulls it all off though.

then you clearly know nothing about modeling...there were a total of about 6 extrusions in that entire model and i don't even touch bevel.

also


You realize thats 'The Pit', that penguins modeling, right?

paladin
January 27th, 2008, 07:51 PM
Nice work, except brick walls dont have rebar in them.

il Duce Primo
January 27th, 2008, 08:10 PM
I was thinking that btu I wanted to do both so I did.

Terror(NO)More
January 27th, 2008, 08:53 PM
Penguin I know quiet a bit about modeling. I may not be able to show it but that means nothing.

Also they may not be extrusions but they look like them, thats the point im trying to reach I dont care if you extruded or not.

Anton
January 27th, 2008, 08:58 PM
Nice work, except brick walls dont have rebar in them.

what if they were to take a concrete wall and then place brick against it to make it "look better"? Just a thought.

Terror(NO)More
January 27th, 2008, 09:18 PM
lol thats smart Anton haha never would of thought of it...

paladin
January 27th, 2008, 10:24 PM
Gotcha :thumbs: ... no thumbs up smile?:suicide:

Terror(NO)More
January 27th, 2008, 11:57 PM
Just wondering which one I should start working from? K, thx, bye, gnite.

Picture 1:
http://img170.imageshack.us/img170/397/better2ql1.jpg


Picture 2:
http://img253.imageshack.us/img253/5131/betterot1.jpg

Ki11a_FTW
January 28th, 2008, 12:17 AM
Terror, when a large object clashes into a wall, not everything is going to be even like that, the wall around the hole needs to show more damage, and the vertices that make up the middle of the hole, move the vertices around, and get creative!

Terror(NO)More
January 28th, 2008, 12:21 AM
Well If I move verts too much to make it look damnaged it looks like shit, then you also get planar errors. I know there needs to be more damage around the whole. Im working on the inside as of now. Ill try moving verts in the middle obviously you want me to work on that one and not the flat one. I just want to get this fucking wall out of the way so I can move on to modeling some other stuff for the map. I mean I dont want to rush it but I dont want to spend 3 days on a blown up wall like I have...Grrrr well goodnight. ttyal

ExAm
January 28th, 2008, 02:47 AM
Well If I move verts too much to make it look damnaged it looks like shitThat's the point :v

SuperSunny
January 28th, 2008, 04:20 AM
Well If I move verts too much to make it look damnaged it looks like shit, then you also get planar errors. I know there needs to be more damage around the whole. Im working on the inside as of now. Ill try moving verts in the middle obviously you want me to work on that one and not the flat one. I just want to get this fucking wall out of the way so I can move on to modeling some other stuff for the map. I mean I dont want to rush it but I dont want to spend 3 days on a blown up wall like I have...Grrrr well goodnight. ttyal

Here's what you should do. Texture it get. Get it the way you like it, but texture it before you post it. And post the image with the rest as well (around the wall, etc).

It would be easier to judge. By just giving us an image of the broken wall, we have to judge that broken wall with everything we have. By giving is everything, we have less of a chance of completely judging just that wall, and giving you more time to finish what you need to finish, without worrying about perfecting that wall.

You've shown a render of a broken wall with a chief standing inside of it. We have no idea what textures will be used, how it will look with the rest of the geometry, etc. We simply just have to judge that wall as Jesus Christ.

Con
January 28th, 2008, 01:27 PM
Dude, terror. You've just beveled some edges. Explosions don't make perfect beveled edges.

Tweek
January 28th, 2008, 02:38 PM
Penguin I know quiet a bit about modeling.

no you don't and the funny thign is, you don't even know how painfully obvious that is.

really man, after reading these last liek 10 replies youve made, i honestly can say i think you're worse than strider.
..


yes. i said it.

Rob Oplawar
January 28th, 2008, 03:03 PM
no you don't and the funny thign is, you don't even know how painfully obvious that is.

really man, after reading these last liek 10 replies youve made, i honestly can say i think you're worse than strider.
..


yes. i said it.

Tweek, you've made me come out and admit to my lurking just because I have to say, I loled. +rep
e: wtf i haven't been here for weeks and it says i can't rep tweek? =(

Jay2645
January 28th, 2008, 03:06 PM
You must have repped him recently.I only can give 1 rep point (I WAS able to give 2, but my post count got halved), so I'll do it for you.I was going to rep him anyway, lol.

Terror(NO)More
January 28th, 2008, 04:16 PM
Dude, terror. You've just beveled some edges. Explosions don't make perfect beveled edges.

Dude I didnt bevel any edges I

Hold Shift -> Pull Edges -> Move Verts

Tweek
January 28th, 2008, 04:17 PM
then you wasted alot of time because the thing you made can be dont with Bevel in 6 clicks

Disaster
January 28th, 2008, 04:23 PM
Terror what you need to do is Google pictures of what you want to make, and get inspiration of what you do. Whenever you try to do something it equals fail. They don't look like what your trying to make. Battle damaged walls would have jagged, broken, and cracked edges. Not some chamfered smoothed out wall with rebars in it

heres an example
http://www.rcfp.org/moussaoui/jpg/P200032-1.jpg

Con
January 28th, 2008, 04:24 PM
Dude I didnt bevel any edges I

Hold Shift -> Pull Edges -> Move Verts
It doesn't fucking matter what tool you use, it's still a beveled edge

JunkfoodMan
January 28th, 2008, 04:56 PM
Dude I didnt bevel any edges I

Hold Shift -> Pull Edges -> Move Verts

Just take their advice and IMPROVE!
God, do you need to argue with everything they say? I mean, you could be using this time to practice or try out new things for modeling, but you have to argue with the people trying to help.
You're acting like a kid.

paladin
January 28th, 2008, 05:15 PM
Make a Plane and move vertices. If I can do this in, no joke 2 minutes, you can do a hell of a lot better in the amount of time you made those ones...
http://img256.imageshack.us/img256/1496/01qa3.jpg (http://imageshack.us)

http://img231.imageshack.us/img231/5043/002pk2.jpg (http://img231.imageshack.us/my.php?image=002pk2.jpg)

Terror(NO)More
January 28th, 2008, 05:51 PM
It doesn't fucking matter what tool you use, it's still a beveled edge

Tell that to penguin and "The Pit" map they dont seem to understand wehn i estated it yesterday.

Well Im going to go work on the wall and whats going to be behind it then when i absoloutly think its showable then i will post you some renders, untill then does anyone remember this before i let all the stupid bullshit get to my head? I havnt finsihed it i still need to make stand and trigger just have never got to it.

http://i125.photobucket.com/albums/p70/bman12_2006/Weapon%20Models/FamasFP.jpg

http://i125.photobucket.com/albums/p70/bman12_2006/Weapon%20Models/Famas.jpg

PenGuin1362
January 28th, 2008, 06:18 PM
Tell that to penguin and "The Pit" map they dont seem to understand wehn i estated it yesterday.

you continue to prove your lack of knowledge seeing as how there is not a single area on the pit that could even logically utilize bevel.


also, rob come back D:

Ki11a_FTW
January 28th, 2008, 06:32 PM
also, rob come back D:

^
:(

teh lag
January 28th, 2008, 07:09 PM
Tell that to penguin and "The Pit" map they dont seem to understand wehn i estated it yesterday.

You're missing a key point -that's how The Pit looks in H3, whereas your wall doesn't look right at all.



before i let all the stupid bullshit get to my head?

So wait, pointing out genuine flaws in your modeling and providing advice on what it should look like is bullshit? Maybe it should get to your head.

Also,

http://img134.imageshack.us/img134/6512/errorscc1.jpg (http://imageshack.us)

It feels really off there.

CtrlAltDestroy
January 28th, 2008, 07:21 PM
Please do not render pseudo-first person views under a 45 degree field of view; it looks wrong.

Terror(NO)More
January 28th, 2008, 07:35 PM
The lag dude i wasnt comparing my wall to penguins stuff I KNOW MY WALL IS SH3T!
Well Im out for the night most likely so Ill talk to you all later.

Sever
January 28th, 2008, 07:50 PM
Please don't, at least not until you learn how to take criticism that you asked for.

Sel
January 28th, 2008, 07:52 PM
Oh jesus shit on balls.

Terror, go away.

Youre the reason the other thread got deleted, and youre doing it again.

Seriously, fuck off, leave, and dont come back until youre actually ready to take crit.

Dont be telling us that were bullshitting you.

As lag said, we are pointing out problems with your model, and if you had any intention of improving, youd notice its OBVIOUS what you did wrong, and weve told you a few methods of doing it right, but still youre here telling us that were wrong and youre right.

Well if youre so right, why dont you post something utterly amazing?

Oh right, you cant.


Geez.

SnaFuBAR
January 29th, 2008, 12:01 AM
http://img87.imageshack.us/img87/7809/veb1cu8.jpg
http://img214.imageshack.us/img214/4920/veb2ll1.jpg

needs power poles/lines.

Bad Waffle
January 29th, 2008, 12:14 AM
needs less suck

SnaFuBAR
January 29th, 2008, 12:18 AM
just like you, gaymouth :lol:

Bad Waffle
January 29th, 2008, 12:21 AM
hey bitch i wouldn't be talking mr "THE SERVER IS UP, LIKE MY PENIS" man mr nman

SnaFuBAR
January 29th, 2008, 12:22 AM
you know that got you hot.

SMASH
January 29th, 2008, 12:48 AM
Since we're on the topic of battle damage I figured I'd try my hand at it... I've been getting some inspiration from COD4.

http://img156.imageshack.us/img156/7374/renderyp0.png

They are supposed to be bland but weather beaten cinder blocks. Sorry that my texturing sucks...

Timo
January 29th, 2008, 02:17 AM
The bricks need to be smashed into pieces. It just looks like someone decided to play Jenga with a brick wall :-P

SnaFuBAR
January 29th, 2008, 02:20 AM
that's what i was thinking. needs more destruction.

p0lar_bear
January 29th, 2008, 02:56 AM
Alright, I've had it.

I'm locking this thread until I figured out where to start kicking ass, taking names, and giving bans. Anyone to create another gallery thread while this is locked WILL BE PENALIZED.

http://img.qj.net/uploads/articles_module/97128/1183574200026_qjgenth.jpg

EDIT: The thread has been re-opened, and Terror is in detention until further notice.

Sel
January 29th, 2008, 09:07 AM
needs power poles/lines.

Looks Sexy, and way to -rep me :'(

SnaFuBAR
January 29th, 2008, 10:32 AM
son of a... fucking pc. that was meant to be +...

the tri count with all the scenery placed and such, so far, is about 73k. i'll be editing out redundant rooms. there's a lot that i have no use for and should bring down the count considerably.

Con
January 29th, 2008, 11:06 AM
Since we're on the topic of battle damage I figured I'd try my hand at it... I've been getting some inspiration from COD4.

http://img156.imageshack.us/img156/7374/renderyp0.png

They are supposed to be bland but weather beaten cinder blocks. Sorry that my texturing sucks...
That brick is floating :eek:

Sel
January 29th, 2008, 11:55 AM
That brick is floating :eek:

The man has a point.

Anyway, I guess Red hot chili peppers are good for inspiration or something :|

No idea what Ill use it for yet, maybe part of a base, or a mid structure, well see.

http://i93.photobucket.com/albums/l42/selentic/jpg.jpg

Pyong Kawaguchi
January 29th, 2008, 12:03 PM
Looks kinda like a teleporter bottom, imo, also, i dont see much fun gameplay there, but there isnt much there in the first place so. Add more to it :)

OmegaDragon
January 29th, 2008, 12:31 PM
It looks like the top of a tower or entrance to an underground/cliffside base to me.

il Duce Primo
January 29th, 2008, 01:38 PM
Chamfer some of those edges.

SMASH
January 29th, 2008, 06:40 PM
That brick is floating :eek:

Actually, they are all on the "ground" but I never made a ground so i guess technically you are correct >.<. How do you like this better?

http://img227.imageshack.us/img227/8035/renderuk8.png

Kalub
January 29th, 2008, 06:45 PM
Its getting there, one thing you notice about cinderblocks, is not all of them have have 80-90 degree corners on them. Keep rough'in them up.

paladin
January 29th, 2008, 07:04 PM
Actually, they are all on the "ground" but I never made a ground so i guess technically you are correct >.<. How do you like this better?

http://img227.imageshack.us/img227/8035/renderuk8.png

Better, but it looks like all you did was chamfer the corners. Its not realistic that only the corners are damaged.

PenGuin1362
January 29th, 2008, 07:56 PM
and i still see a floating brick. needs more destruction. to clean for an explosion.

Random
January 29th, 2008, 08:34 PM
Actually, they are all on the "ground" but I never made a ground so i guess technically you are correct >.<. How do you like this better?

http://img227.imageshack.us/img227/8035/renderuk8.png

Smash, that would be a good rough frame work for the damage, now think about adding more detail to the damaged bricks. Stop thinking of them as individual bricks that can not be damaged but instead add cracks and break bricks in half with rough edges. The damaged bricks behind look fine, but maybe add a pile of dirt like mesh that would have a rubble texture on it which goes under the bricks (make it non-colliding). If that made any sense then good job.

ExAm
January 30th, 2008, 12:58 AM
and i still see a floating brick. needs more destruction. to clean for an explosion.
By floating brick, Peng means the one on the lower left that's hanging there, attached to the wall, with nothing supporting it.

SnaFuBAR
January 30th, 2008, 01:53 AM
guys... bricks are cemented together. i doubt he meant for it to be a stack of bricks, so it wouldn't be floating. none-the-less, it does look very odd for destruction.

PenGuin1362
January 30th, 2008, 02:58 PM
yes but after any sort of damage, that little cement is not strong enough to support a full hanging brick >_>

Tweek
January 30th, 2008, 03:14 PM
NEEDS LESS FUCKING CARE KK

SuperSunny
January 30th, 2008, 08:38 PM
NEEDS LESS FUCKING CARE KK

Agreed. We're all spending our time speculating the property of bricks on an online forum.

paladin
January 31st, 2008, 12:13 AM
So, what else is the internet for? Don't say porn... thats too obvious.

Ifafudafi
January 31st, 2008, 01:10 AM
So, what else is the internet for? Don't say porn... thats too obvious.

For making on-topic posts in a thread. :eng101:

I've been working on some Halo 3-inspired Plasma Grenade effects. First, it starts with a dark blue flame (and if you look closely, some electricity)...
http://img299.imageshack.us/img299/9777/plasmagrenademz1.png

...then the flame dies out...

http://img174.imageshack.us/img174/6535/plasmagrenade2jn6.png

...Then a large flare contracts (not expands, like H2 and 3) to the grenade quickly, making a "charging" sound similar to the Halo 3 one...
http://img174.imageshack.us/img174/8666/plasmagrenade3am7.png

After the flare/sound there will be a half-second pause, and then...
http://img174.imageshack.us/img174/4899/plasmagrenade4wy3.png

Boom. The light blue, quickly moving/fading outer explosion, accompanied by a longer-lasting, smaller dark blue explosion (lol cloud c fire), leaves...
http://img174.imageshack.us/img174/374/plasmagrenade5ei0.png

...A large light blue decal with a dark center...
http://img299.imageshack.us/img299/4994/plasmagrenade6gf4.png

That fades more slowly.

I know I'm using Cloud C Fire here, which is ugly, so I'll probably steal create a new one soon.


Oh, and I'm reskinning that old Plasma Rifle with a 2048x2048 texture, but it's not presentable just yet.

Bad Waffle
January 31st, 2008, 01:13 AM
heh, sweet. Make the fire in the beginning smaller tho.

fraps it, por favor?

Ifafudafi
January 31st, 2008, 01:33 AM
1jgoelxw_eg

The light blue explosion is much more visible in-game, but because shitty fraps framerate is shitty, you can't see it unless you look hard.

Bad Waffle
January 31st, 2008, 02:07 AM
l2 youtube D:

Bodzilla
January 31st, 2008, 06:54 AM
For making on-topic posts in a thread. :eng101:

I've been working on some Halo 3-inspired Plasma Grenade effects. First, it starts with a dark blue flame (and if you look closely, some electricity)...
http://img299.imageshack.us/img299/9777/plasmagrenademz1.png

...then the flame dies out...

http://img174.imageshack.us/img174/6535/plasmagrenade2jn6.png

...Then a large flare contracts (not expands, like H2 and 3) to the grenade quickly, making a "charging" sound similar to the Halo 3 one...
http://img174.imageshack.us/img174/8666/plasmagrenade3am7.png

After the flare/sound there will be a half-second pause, and then...
http://img174.imageshack.us/img174/4899/plasmagrenade4wy3.png

Boom. The light blue, quickly moving/fading outer explosion, accompanied by a longer-lasting, smaller dark blue explosion (lol cloud c fire), leaves...
http://img174.imageshack.us/img174/374/plasmagrenade5ei0.png

...A large light blue decal with a dark center...
http://img299.imageshack.us/img299/4994/plasmagrenade6gf4.png

That fades more slowly.

I know I'm using Cloud C Fire here, which is ugly, so I'll probably steal create a new one soon.


Oh, and I'm reskinning that old Plasma Rifle with a 2048x2048 texture, but it's not presentable just yet.
I think i like this guy :D!

Cool effects :D

Sel
January 31st, 2008, 09:35 AM
Thats Sexy.

And I hope this is too :rape:

http://i93.photobucket.com/albums/l42/selentic/base-2.jpg

Im aware of the two cliff attach errrors, and Im in the process of fixing them.

LlamaMaster
January 31st, 2008, 10:55 AM
Idk, it seems like it's missing something. Make a taller section?

Geo
January 31st, 2008, 12:35 PM
Idk, it seems like it's missing something. Make a taller section? I think its missing more entrances, add two more on either side or something. Better for gameplay that way.

Sel
January 31st, 2008, 12:44 PM
I added more detail, and I only put an entrance on one side, theres also one of those beaver creek type tunnels.

So theres 3 entries now, Ill just put the sniper on the deck that doesnt have the entrance to the base.

Make them walk a little farther :haw:

http://i93.photobucket.com/albums/l42/selentic/illuvme.jpg

http://i93.photobucket.com/albums/l42/selentic/iluvme2.jpg

PenGuin1362
January 31st, 2008, 12:58 PM
those are some cool effects. keep it up :)

demonmaster3k
January 31st, 2008, 01:09 PM
i've got good news for those of you who were dissappointed by my last Halo Launcher program's failure. Here's a first look of what's to come:

Splash screens (plan to use some of the most Beautiful Halo maps as posted pics)
http://img126.imageshack.us/img126/2834/splashdl4.png

The new Level Compiler (up and running)
http://img147.imageshack.us/img147/527/newlevelcompilerhq2.png

The New Assets compiler (up and running)
http://img126.imageshack.us/img126/2933/newassetscompilerts9.png

and lastly, the new script editor (need to work on the layout)
http://img126.imageshack.us/img126/5920/newscripteditorjm5.png

yes you're not dreaming the new Halo Custom Edition Launcher now in progress and sexier than ever! (I've learned alot with the first one, i'll release the published installer file this time).

Apoc4lypse
January 31st, 2008, 05:43 PM
I think i like this guy :D!

Cool effects :D

I can agree with that... I like the effects, but I think it feels like its missing something. I guess its because all the effects go away for a millisecond before it explodes. It makes it feel like somethings missing. Maybe add some more blue sparks when that happens, then have it explode. idk...

either way it looks kool :cool:

Sel
January 31st, 2008, 07:40 PM
I made my first real attempt at BSP modelling :O

Cant see it all, but whatever, rendering takes a long time, and its still under construction :D

http://i93.photobucket.com/albums/l42/selentic/updatewaterlulz.jpg

http://i93.photobucket.com/albums/l42/selentic/lulwater.jpg

Anton
January 31st, 2008, 08:10 PM
Looks good Selentic.

paladin
January 31st, 2008, 08:21 PM
Use more Polys.

MMFSdjw
January 31st, 2008, 08:23 PM
terrain still needs work of course but it's a good start. It needs a bit more 'random' if that makes sense. parts of it are alittle too uniform.
But I'm sure you know that.

Botolf
January 31st, 2008, 08:44 PM
Hey Snaf, I made you modeling questions, but I eated it check your PMs, plox :)

Jay2645
February 1st, 2008, 01:02 AM
Well, Selentic passed the model on to me for interiors. I learned I'm awesome at interior Forerunner designs, but not so much at omni lighting. Oh well.

Anyway, I also made a few changes to the outside. I removed the Beaver Creek-style base in favor of one that fit the map better, and stuck the third entrance somewhere else. The interior is completely modeled (For inspiration, I used the H3 level "The Ark" from the Pissing Brute on, with some Halo 1 Forerunner thrown in every once in a while), and I added one of those shooty-beamy-thingys to the top of the cliff. There are 2 ways to the Flag:
1. Go through the base. This is a short path, but the enemy spawns in here, so look out.
2. Sneak around the side and approach the flag from the back. This is a winding and twisty way that takes you underneath the beamy-thingy. You take this path by going through an opening in the mountain a little more obvious then the opening to the final terminal in H3.
The flag room itself is based off of where you find the second Terminal in The Ark.

Anyway, Selentic kept pestering me until I changed the color from Grey to the peach color he had, but here's some screenies:
http://i203.photobucket.com/albums/aa115/Jay2645/redbaseleft-1.jpg
http://i203.photobucket.com/albums/aa115/Jay2645/redbaseoverview-1.jpg
http://i203.photobucket.com/albums/aa115/Jay2645/redbaseright-1.jpg

In that last pic, you can see one of Sigma's old water textures. Whether or not we are still using it has been unconfirmed.

SnaFuBAR
February 1st, 2008, 01:42 AM
Hey Snaf, I made you modeling questions, but I eated it check your PMs, plox :)
yeah, i got your pm, but i was exausted, and realized that what i was typing was gibberish. I'll bet to answering your questions later on.

Botolf
February 1st, 2008, 02:12 AM
yeah, i got your pm, but i was exausted, and realized that what i was typing was gibberish. I'll bet to answering your questions later on.
Ah, much thanks :D

Sel
February 1st, 2008, 12:11 PM
terrain still needs work of course but it's a good start. It needs a bit more 'random' if that makes sense. parts of it are alittle too uniform.
But I'm sure you know that.

Its my first real try, and Ill try and noise it up after I get the map layout base done.

I need to come up with a middle structure :O

SnaFuBAR
February 1st, 2008, 02:09 PM
noise
no

Sel
February 1st, 2008, 02:34 PM
no

k.

Hunter
February 2nd, 2008, 03:21 PM
Got Bord:
http://i58.photobucket.com/albums/g268/martynball/Render_Mag_Spiker2.png
http://i58.photobucket.com/albums/g268/martynball/Render_Mag_Spiker.png

Also fixed back of magnum:
http://i58.photobucket.com/albums/g268/martynball/Fixed.png

Tweek
February 2nd, 2008, 05:00 PM
i like how your sig QUOTE doesn't actually have a "go to this post" button-link in it. like that one -> http://www.h2vista.net/forums/h2vista_v2/buttons/viewpost.gif (http://www.h2vista.net/forums/showthread.php?p=199926#post199926)

you made everythign WAY too reflective, especially the armor.
needs less ripping too.

Bastinka
February 2nd, 2008, 05:06 PM
L2Render :X
It looks horrible, to be honest theres a bunch of out of place verts. IAW Tweek, way too reflective, also round the table out a bit and make everything look nicer.

*Waits for 'u gaiz sawk u dont evin no how much werk i pewt into dis!! u gaiz are so gay.' response.*

Roostervier
February 2nd, 2008, 05:07 PM
The render is below-par in quality and too reflective. Also, I can see that it is reflecting your markers and nodes.

Anyway, the lighting is no good, nor is the environment. Don't make renders like that unless you are willing to dedicate some time into making it look good. One thing would be re-rig that biped so that its fingers can move. Another would be to actually make the materials look half way decent. Raytraced Reflections != good material. Then the most important thing of all would be good lighting and a good environment/background.

DaneO'Roo
February 2nd, 2008, 08:38 PM
arrrrggh my PC died so I haven't been able to do anything in agesssssss :(

Fuck. I'm on it though, dw.

Disaster
February 2nd, 2008, 09:27 PM
Got Bord:
http://i58.photobucket.com/albums/g268/martynball/Render_Mag_Spiker2.png
http://i58.photobucket.com/albums/g268/martynball/Render_Mag_Spiker.png

Also fixed back of magnum:


You can create shaders in max for the basic colors of the weapons. You can't have the detail, but you can have the assorted colors applied to the weapon. Not just a gray material.

CtrlAltDestroy
February 3rd, 2008, 01:31 AM
http://img233.imageshack.us/img233/8113/mhmmnw8.jpg

.

n00b1n8R
February 3rd, 2008, 01:43 AM
:o
so there's gona be a h2 campaign?

Ki11a_FTW
February 3rd, 2008, 01:55 AM
actually right now hes doing that map, then maybe some more after

and cad it looks EXACTLY LIKE HALO 2 at first glance i thought it was a halo 2 screen shot, then i saw the health bar...

Bodzilla
February 3rd, 2008, 01:59 AM
arrrrggh my PC died so I haven't been able to do anything in agesssssss :(

Fuck. I'm on it though, dw.
Oh hello, Hows rosies puter?

i think i got too caught up in wow and forgot to bring you that cd :/
My bad.

Jay2645
February 3rd, 2008, 02:08 AM
Oh hello, Hows rosies puter?

i think i got too caught up in wow and forgot to bring you that cd :/
My bad.
No! Bad Zilla! Stop playing WoW!
It sucks your life away!
Then again, so does modding for Halo.

Anyway, slightly off-topic, but how do people get sucked into that, anyway? If you know what happens, then why do you still do it? It's like smoking.

Bodzilla
February 3rd, 2008, 04:09 AM
Guys look at my post count.

i'm already dead.
:downs:

ExAm
February 3rd, 2008, 04:20 AM
I think I might be deader than you...

Bodzilla
February 3rd, 2008, 05:25 AM
YOU HEAR THAT KM?

NO SOUL
<3

Hunter
February 3rd, 2008, 12:41 PM
i like how your sig QUOTE doesn't actually have a "go to this post" button-link in it. like that one -> http://www.h2vista.net/forums/h2vista_v2/buttons/viewpost.gif (http://www.h2vista.net/forums/showthread.php?p=199926#post199926)

you made everythign WAY too reflective, especially the armor.
needs less ripping too.
Ripping?
I didn't know that importing a .gbxmodel which was released, for modding use was ripping....*sarcasim*



"i like how your sig QUOTE doesn't actually have a "go to this post" button-link in it. like that one -> http://www.h2vista.net/forums/h2vista_v2/buttons/viewpost.gif (http://www.h2vista.net/forums/showthread.php?p=199926#post199926)"
I like how it is a true statement even though you didn't post that.




L2Render :X
It looks horrible, to be honest theres a bunch of out of place verts. IAW Tweek, way too reflective, also round the table out a bit and make everything look nicer.

*Waits for 'u gaiz sawk u dont evin no how much werk i pewt into dis!! u gaiz are so gay.' response.*

My grammar is a lot better now, so i do NOT type like that.
And i also cannot be arsed to argue with some dick weeds...



"u dont evin no how much werk"
And i did not spend a lot of time on this at all, i was just experimenting.

HDoan
February 3rd, 2008, 12:53 PM
My grammar is a lot better now, so I do not type like that, and I also cannot be arsed to argue with some dick heads...

Lies.

Hunter
February 3rd, 2008, 01:03 PM
Lies.
Tell me what is wrong with that then.
What am I meant to put instead of "I"? Should i put "i"?

In england we have capital "I" in sentences, not normal "i"

Please can you re right that sentence then with the correct grammar.

This is the last post, I cannot be arsed to argue with pricks.

{edit}
Point taken. But I do not want to make a simple post perfect, it is a waste of time. People know what you mean.
There is no point to it.

If it was a application for a job then I would understand.

thehoodedsmack
February 3rd, 2008, 01:15 PM
Tell me what is wrong with that then.
What am I meant to put instead of "I"? Should i put "i"?

He was pointing out in bold the changes he made. You forgot to capitalize a lot of "i"'s. Similar to what I'm going to do to your most recent post.



In england we have capital "I" i sentences, not normal "i"

Please can you re right that sentence then with the correct grammar.

This is the last post not, i cannot be arsed to argue with pricks.



In England (Names of countries should be capitalized) we have capital "I" in (Proof-read before posting) sentences, not normal "i". (Watch those periods)

Please can you re-write (This one was way off) that sentence then with the correct grammar.

This is the last post not (?), I (Capitalize!) cannot be arsed to argue with pricks.

Tweek
February 3rd, 2008, 02:28 PM
http://martynball.no-ip.org/phpBB3.0/Tweek/showpost.html

i like how you are unable to link it to a h2v thread, thus continuing your crusade of fail.
also i like how you've got a folder dedicated to me.

Disaster
February 3rd, 2008, 02:45 PM
lol owned

Hunter
February 3rd, 2008, 03:11 PM
http://martynball.no-ip.org/phpBB3.0/Tweek/showpost.html

I like how you are unable to link it to a h2v thread, thus continuing your crusade of fail.
Also i like how you've got a folder dedicated to me.

I also like how the quotes in your signature do not link to a H2Vista.net Thread

CtrlAltDestroy
February 3rd, 2008, 03:12 PM
Keep your bullshit out of this thread; figure you'd have learned your lesson by now.

SnaFuBAR
February 3rd, 2008, 03:18 PM
I also like how the quotes in your signature do not link to a H2Vista.net Thread
yeah, because those threads got deleted because of CONSTANT BULLSHIT LIKE YOURS.

now...

SHUT. THE. FUCK. UP.

Sever
February 3rd, 2008, 03:19 PM
I also like how the quotes in your signature do not link to a H2Vista.net Thread

They did, but the posts got deleted because of the bullshit that you and Terror(No)More rampantly spread throughout the previous gallery thread. He got detention/banned. Care to join him?

Hunter
February 3rd, 2008, 03:31 PM
If you read the posts you will notice that I did not provoke this bull shit.

Apoc4lypse
February 3rd, 2008, 03:38 PM
Hmm one thing I noticed about what your working on you should fix is this.

http://img222.imageshack.us/img222/3074/trythispf1.jpg

The green lines I drew is what you should try to make the terrain do, so the structure feels more built into the side of the terrain not just attached. Plus non-planar planes you want to stay away from, don't get me wrong they occur a lot in terrain and organic forms but if the angle of the non-planar is too extreme it tends to look ugly, even with smoothing groups.



http://i203.photobucket.com/albums/aa115/Jay2645/redbaseoverview-1.jpg


I also would recommend something more eye pleasing be done with the tower in the background, its too simple, just a box, some chamfers and an intrude. It needs more forerunner qualities, depending on what style your going for though. Give it more detail.

This has potential though. One thing I need to say though is that the terrain is sort of sloppy. Also like snaf said do not use noise, terrain isn't really that random.

I guess what I'm trying to say about the terrain is right now it has too much of a geometric feel to it and it needs more of an organic feel. Terrain is usually organic feeling, except when dealing with cliffs but even then its still very organic. It needs to be smoothed over some (no not mesh smoothed or smoothing groups) it needs more polys in order make it more rounded off at the harsh edges you have.

Sel
February 3rd, 2008, 03:48 PM
yeah, because those threads got deleted because of CONSTANT BULLSHIT LIKE YOURS.

now...

SHUT THE FUCK UP

Fixed your punctuation :3



Hmm one thing I noticed about what your working on you should fix is this.

http://img222.imageshack.us/img222/3074/trythispf1.jpg

The green lines I drew is what you should try to make the terrain do, so the structure feels more built into the side of the terrain not just attached. Plus non-planar planes you want to stay away from, don't get me wrong they occur a lot in terrain and organic forms but if the angle of the non-planar is too extreme it tends to look ugly, even with smoothing groups.



I also would recommend something more eye pleasing be done with the tower in the background, its too simple, just a box, some chamfers and an intrude. It needs more forerunner qualities, depending on what style your going for though. Give it more detail.

I deleted jays tower, for pretty obvious reasons :O



This has potential though. One thing I need to say though is that the terrain is sort of sloppy. Also like snaf said do not use noise, terrain isn't really that random.

I guess what I'm trying to say about the terrain is right now it has too much of a geometric feel to it and it needs more of an organic feel. Terrain is usually organic feeling, except when dealing with cliffs but even then its still very organic. It needs to be smoothed over some (no not mesh smoothed or smoothing groups) it needs more polys in order make it more rounded off at the harsh edges you have.

Ill see what I can do where the base meets the cliff, Ill try and fix that up.

Also I only used noise on the cliffs so yeh.

And I admit, the terrain isnt up to par, but I hope its a good try since I have little to no experience making terrain D:

Ill keep at it.

Apoc4lypse
February 3rd, 2008, 04:01 PM
Also I only used noise on the cliffs so yeh.
And I admit, the terrain isn't up to par, but I hope its a good try since I have little to no experience making terrain D:
Ill keep at it.

To be honest you shouldn't really use noise on much of anything, the most common reason I ever have for using it is when I don't actually know what I'm making, and need to make something look like something, but even thats a bad excuse because it means I wasn't creative and got lazy.

But yeah terrain is hard at first, mostly because you feel like you can just make a plane with some polys, then use soft selection to drag vertices's to create what you want, but you really need to full on plane model almost all of it. At least thats my approach, and you should end up touching every vertex, and place each one exactly where it needs to be to make the shape you want. Each area requires attention.

You also need to remember to make sure there isn't weird spots that the mc won't be able to walk on or that just look ugly. Along with what kinds of vehicles will be driving over them and how well they will handle the terrain.

Kornman00
February 3rd, 2008, 04:13 PM
YOU HEAR THAT KM?

NO SOUL
<3
u tawkin to me :v?

edit: no really, what are you talking about?

JDMFSeanP
February 3rd, 2008, 04:19 PM
I also like how the quotes in your signature do not link to a H2Vista.net Thread

LOL, I love how you corrected his grammar by just capitalizing the first letter of every sentence, and not even capitalizing all of the "i" in his sentence.

Bad Waffle
February 3rd, 2008, 04:38 PM
If i was a mod right now, there would be a warning-nuke going off in this topic right....



now.

Sel
February 3rd, 2008, 05:02 PM
If I was a mod right now, there would be a warning-nuke going off in this topic right....



now.

Fixed :v

SnaFuBAR
February 3rd, 2008, 05:24 PM
you're not funny. knock it off. get back on topic.

fatso784
February 3rd, 2008, 05:32 PM
I'm liking the work, Jay. It needs some refining though..

Sel
February 3rd, 2008, 06:15 PM
I'm liking the work, Jay. It needs some refining though..

Are you talking about my base that he added a tower on top to.

Or something else.

p0lar_bear
February 4th, 2008, 02:02 AM
WARNING: Hidden message contains unmeasurable amounts of epic.
You infracted TLSHunter!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/double_kill.png
Double Infraction! You infracted HDoan!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/triple_kill.png
Triple Infraction! You Infracted TLSHunter!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/overkill.png
Overinfraction! You infracted thehoodedsmack!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killtacular.pnghttp://www.halotrialmods.org/zteam/personal_files/cad/medals/killing_spree.png
Fractacular! Infraction Spree! You infracted Tweek!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killtrocity.png
Fractrocity! You infracted disaster!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killimanjaro.png
Fractimanjaro! You infracted TLSHunter!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killtastrophe.png
Fractastrophe! You infracted CtrlAltDestroy!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killpocalypse.png
Fractocalypse! You infracted SnaFuBAR!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killionaire.pnghttp://www.halotrialmods.org/zteam/personal_files/cad/medals/killing_frenzy.png
Fractionaire! Infracting Frenzy! You infracted sever323!

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killionaire.png
Fractionaire! You infracted TLSHunter!
TLSHunter quit the game.

http://www.halotrialmods.org/zteam/personal_files/cad/medals/killjoy.png
Killjoy! Apoc4lypse ended your infraction spree!

So anyway, here's the fucking deal. Since nobody can seem to keep these gallery threads ontopic unsupervised, I am officially declaring a state of lockdown here.

I am now STRICTLY enforcing the rules outlined in the first post as of NOW. Anyone posting something that does not contain work, crit, or an explanation will be slapped with an annoying post infraction, end of story. This includes staff (save for Ghost and jcap, whom I can't infract.) Point being, don't cry if you get tempbanned for not following this rule.

I'm sick and fucking tired of having to wipe up the shit here and try to figure out what's a joke, what's serious, who needs to be warned, and who shouldn't. Anyone with half a fucking brain will follow this rule and anyone else is welcome to try me.

Ifafudafi
February 4th, 2008, 09:36 AM
<3.

Anyway, to re-kick off the on-topicness, here's the newly polished, 2048x2048 version of that Plasma Rifle I was working on. I've meticulously reconstructed nearly every facet of the skin, with my 360 right next to me in Theater mode so that I could get every detail reproduced as accurately as possible. Once again, thanks to Yelo Battery for enabling me to get these angles.

Here's a simple shot of the PR being held. Note the new detail map applied which includes the little pattern that shines almost exactly like it does in H3.
http://img183.imageshack.us/img183/4431/itisanplasmarifle2yy1.png


This is a shot of the gun being held Doom style. Shows off the lights added to the back a little better.
http://img405.imageshack.us/img405/9382/itisanplasmariflehr5.png


Here's a shot going straight down the middle, to show off the interior metals.
http://img341.imageshack.us/img341/2099/itisanplasmarifle3og9.png


And lastly, a close-up side view, which displays everything else.
http://img522.imageshack.us/img522/3553/itisanplasmarifle4fi4.png


Next on my list is to add the energy stream in between the luminous bits (it's just a little bolt of lighting right now), followed by the firing effects.

MNC
February 4th, 2008, 09:39 AM
The epic level is pretty high. Also, I consider that hidden message art.


But to be sure :D

Mr. Ifafudafi, I really think that's awesome. Though the original blue mixed with the dark blue in the explosion looks odd.


Edit: That was aimed at the grenade. The plasma rifle looks damn great.

PenGuin1362
February 4th, 2008, 02:32 PM
i don't like the cell shaded looks, doesn't flow with the rest of the skin.

MMFSdjw
February 4th, 2008, 02:51 PM
I agree with PenGuin, it looks really good but the lighter metal with the dark black lines looks rather cartoony.
In the first pic there's a black line that ends very abruptly, kinda odd.

Apoc4lypse
February 4th, 2008, 05:05 PM
I think the plasma rifle looks very good. Other than as mentioned above the gray metal spots or "interior" sections seem to flat. Maybe try adding some metal scratches to it, that might work for it. Or maybe try putting a cube map on them and make them shiny, right now there flat though, they need more depth. The rest of it is :awesome: in my opinion though.

EDIT: actually.. I looked at the pictures more closely it looks like you did add some detail to the blank gray areas, its just not strong enough I think. More contrast?

Ifafudafi
February 4th, 2008, 05:33 PM
To be honest, the metal didn't really look "right" to me either, and I thought some crit could enlighten me. It did; from what I can tell, the detail on the metal needs to be more pronounced, the cubemap needs to be brought out more, and the metal needs to be darkened.
Any other criticism you have is appreciated.

SuperSunny
February 4th, 2008, 05:59 PM
To be honest, the metal didn't really look "right" to me either, and I thought some crit could enlighten me. It did; from what I can tell, the detail on the metal needs to be more pronounced, the cubemap needs to be brought out more, and the metal needs to be darkened.
Any other criticism you have is appreciated.

Use a multipurpose map, where the red channel is illuminated well in the metal region as well as the blue base of the plasma rifle. Make the cubemap stronger, parallel and perpendicular number-wise. This will give it a nice shine, and a more metal look. Metal textures without cubemaps are bare. OTHERWISE I LOVE THE HIGH RES! :D

Ifafudafi
February 4th, 2008, 06:10 PM
I'm familiar with the workings of multipurpose maps; the metal actually has a cubemap (reflection diffuse metal), but thanks to the lighting you can barely see that. I did that to get away with making the blue lights look bright, as when in a darkened area, they become dimmer, even though I have them set to full self-illumination (R0B0G255) in the multip. map.

I'll darken/detail the textures a bit more, and screw around with the cubemap, go ahead and stick in the energy stream (that won't be hard), and show it off again. Once again, thanks for your suggestions.

SnaFuBAR
February 4th, 2008, 06:23 PM
you need to completely redo the gray metal. that's not how metal looks in any way, and your base for it is completely off. don't just touch up the gray, redo it entirely.

Bad Waffle
February 4th, 2008, 07:44 PM
To be honest, the metal didn't really look "right" to me either, and I thought some crit could enlighten me. It did; from what I can tell, the detail on the metal needs to be more pronounced, the cubemap needs to be brought out more, and the metal needs to be darkened.
Any other criticism you have is appreciated.

Here's a tut i made with some metal in it. Also, lines! and yea, don't do scratches in the pattern that i did below--i just went willy nilly with em. but use a 1px brush at about 36&#37; opacity at a light grey, and voila! the lines were drawn with paths, and then i used the stroke path button (go to your paths palette, right click main workpath, 'stroke path...') If you need any explanation to the metal, just ask.

http://img165.imageshack.us/img165/8801/testcopyxt1.jpg

Download psd here:
http://rapidshare.com/files/89231995/test.psd.html

Bodzilla
February 4th, 2008, 08:47 PM
Use a multipurpose map, where the red channel is illuminated well in the metal region as well as the blue base of the plasma rifle. Make the cubemap stronger, parallel and perpendicular number-wise. This will give it a nice shine, and a more metal look. Metal textures without cubemaps are bare. OTHERWISE I LOVE THE HIGH RES! :D
what would you know about shaders >:U

seriously tho it's looking good.
And listen to sunny :D

and on a side note, your fucking signature has been in my head for 4 days.
cause bitches dont know about my additional pylons.

Ifafudafi
February 4th, 2008, 10:23 PM
kk, here's the other side of the spectrum; full reflectivity, dark metal and some serious bump detail.

http://img119.imageshack.us/img119/4280/itisanplasmariflepu0.png

http://img137.imageshack.us/img137/5841/itisanplasmarifle2ma2.png

http://img259.imageshack.us/img259/7429/itisanplasmarifle3fh5.png

http://img137.imageshack.us/img137/9779/itisanplasmarifle4ip1.png


How much better/worse is this, should I go for a happy medium, etc.?

JDMFSeanP
February 4th, 2008, 10:26 PM
Not gonna lie, the grey/metal part looks cel shaded.

MMFSdjw
February 4th, 2008, 10:42 PM
I think that's definatly better, I don't think it looks cel shaded

SnaFuBAR
February 4th, 2008, 11:15 PM
80&#37; gray would be a lot better than black. trust me.

Metal is looking a bit better.

Bad Waffle
February 5th, 2008, 12:00 AM
Here's a tut i made with some metal in it. Also, lines! and yea, don't do scratches in the pattern that i did below--i just went willy nilly with em. but use a 1px brush at about 36% opacity at a light grey, and voila! the lines were drawn with paths, and then i used the stroke path button (go to your paths palette, right click main workpath, 'stroke path...') If you need any explanation to the metal, just ask.

http://img165.imageshack.us/img165/8801/testcopyxt1.jpg

Download psd here:
http://rapidshare.com/files/89231995/test.psd.html


kk, here's the other side of the spectrum; full reflectivity, dark metal and some serious bump detail.

http://img119.imageshack.us/img119/4280/itisanplasmariflepu0.png

http://img137.imageshack.us/img137/5841/itisanplasmarifle2ma2.png

http://img259.imageshack.us/img259/7429/itisanplasmarifle3fh5.png

http://img137.imageshack.us/img137/9779/itisanplasmarifle4ip1.png


How much better/worse is this, should I go for a happy medium, etc.?


.

Ifafudafi
February 5th, 2008, 12:08 AM
Actually, I use GIMP, not Photoshop, but I did use its path/stroke tool for my lines. Still, an explanation for the metal would be nice, as the programs are similar enough that I should probably be able to figure it out. (Metal's always been one of my weaker points for texturing. I'm better with particle effects.)
Which means I'll probably get to work on the firing effects while I research on how to keep the metal from looking either like it's cel shaded or like it's rock. Thanks again for your criticism.

Lightning
February 5th, 2008, 12:28 AM
Amazing PR, dude. I love it.

n00b1n8R
February 5th, 2008, 03:56 AM
Amazing PR, dude. I love it.
^qft

Reaper Man
February 5th, 2008, 09:08 AM
kk, here's the other side of the spectrum; full reflectivity, dark metal and some serious bump detail.
[pics]
How much better/worse is this, should I go for a happy medium, etc.?
Don't post .PNGs next time. :gonk:

Roostervier
February 5th, 2008, 05:51 PM
I like the PR as well, but the arms need that gross metal detail changed. Maybe extract the other one from Halo 2, if you own the game?

ExAm
February 5th, 2008, 10:02 PM
kk, here's the other side of the spectrum; full reflectivity, dark metal and some serious bump detail.

http://img119.imageshack.us/img119/4280/itisanplasmariflepu0.png

http://img137.imageshack.us/img137/5841/itisanplasmarifle2ma2.png

http://img259.imageshack.us/img259/7429/itisanplasmarifle3fh5.png

http://img137.imageshack.us/img137/9779/itisanplasmarifle4ip1.png


How much better/worse is this, should I go for a happy medium, etc.?IMO, needs less bump, more smooth 'n shiny.

paladin
February 6th, 2008, 12:38 AM
http://img530.imageshack.us/img530/1883/ohnoesrs2.jpg (http://imageshack.us)

OH Noes!
first 30 minutes in max in 6 months.

SnaFuBAR
February 6th, 2008, 01:02 AM
keep it going mister <:mad:>

Con
February 6th, 2008, 08:47 PM
Looks like it has potential.

Llama Juice
February 6th, 2008, 09:05 PM
needs moar polies on that part without that many polies.

...


I'm actually intrigued on the design for whatever it is you're making.

paladin
February 6th, 2008, 09:11 PM
Most of the modeling is place holders, you know, to show the general picture. It only 30 minutes, and I wont go through and add detail until I have a thorough layout. Most likely you will see more bland renders before eye candy.

DaneO'Roo
February 6th, 2008, 09:14 PM
Ok, first thing about the PR, 2048 is a waste for the "detail" you've got going there. The metal looks like cardboard, you need more large detail, rather than lots of fine noisy detail. All metal gets grimy and gringy where ever cut aways are.

Oh and some slight shades of green, purple, orange, very very slightly (like opacity of 5 percent) to give the metal a sort of, how do you say, lively look?

Boba
February 6th, 2008, 09:25 PM
http://img87.imageshack.us/img87/7809/veb1cu8.jpg
http://img214.imageshack.us/img214/4920/veb2ll1.jpg

needs power poles/lines.
Actually, needs more busted-ass Soviet war machines. (T-72, Mi-24, SCUDS..) :3

n00b1n8R
February 6th, 2008, 11:53 PM
are you going to do the lines like every other map does them (3 triangular prisms) or is it possible to do them with 1 face that allays faces you like on leaves?

SnaFuBAR
February 7th, 2008, 04:04 AM
going to do the lines with double sided planes. most objects will be scenery, that way they don't render when you're not looking at them.

randreach454
February 7th, 2008, 10:19 AM
ugh..
so i started modeling a mp map on my month old laptop..
At first I thought The Pit?(halo3) but remembered penguins got a kick ass one in the works. So then I thought, symmetrical, but still tactical(not like halo 3's pit is even tactical ;)) while being creative and custom..

my 3-4 hour results..

http://img151.imageshack.us/img151/8063/pitremixmt6.th.jpg (http://img151.imageshack.us/my.php?image=pitremixmt6.jpg)
http://img156.imageshack.us/img156/5175/pitremix2ke4.th.jpg (http://img156.imageshack.us/my.php?image=pitremix2ke4.jpg)
http://img247.imageshack.us/img247/4882/pitremix3pq4.th.jpg (http://img247.imageshack.us/my.php?image=pitremix3pq4.jpg)
very low poly without any detail. still deciding if I should continue this and perhaps what game to even import it into?

your thoughts?

Con
February 7th, 2008, 10:59 AM
I wouldn't continue with it tbh

randreach454
February 7th, 2008, 11:12 AM
really? I mean its not an attempt to remake the pit, just as a base idea.. I mean I still think it could have some great gameplay potential once I could get around to adding detail and other things.
thanks for the opinion though, seriously.

demonmaster3k
February 7th, 2008, 02:33 PM
if you feel that personal about it, then keep going, but (not like i'm any better) looks like box modeling, add more variation to the buildings otherwise it's going to look very boring.

snaf's model sorta reminds me of berlin from BF2142

randreach454
February 7th, 2008, 03:01 PM
aye, i started with a 4x4 plane, and did a lot of edge modeling for this.. But detail and reworking the shapes of the bases, middle building, and so on is something I feel like I want to do to see what I can come up with. I also need to rework the length of the map, I imported it into h2v and the size is right but the length between bases is too close.. perhaps an L, U, or S shape for the map..

Corndogman
February 7th, 2008, 03:17 PM
snaf, im not liking the inset,bevel,bevel,bevel on the top of that one building there. second pic, bottom right.

SnaFuBAR
February 7th, 2008, 03:58 PM
good thing i didn't do that, and never would. the roof is supposed to look like that. from the ground it looks proper.

Sel
February 7th, 2008, 04:03 PM
It looked fine to me from the top.

Sel
February 7th, 2008, 07:13 PM
Oh hay double post.

Not much on it yet, but I guess its a start.


http://i93.photobucket.com/albums/l42/selentic/inthenavy.jpg

Roostervier
February 7th, 2008, 07:32 PM
It seems too simple. Maybe add some of those grate/ladder type things you see on the aft end of the Valhalla base to big thing (on the back of it).

chicane
February 7th, 2008, 07:45 PM
http://img119.imageshack.us/img119/4280/itisanplasmariflepu0.png

To Mr ifadufadufasomething (:D) I like your plasma rifle textures, but on the back of the gun it sort of defines the flatness of the model. If there was more detail in the model it would look less nintendo 64 in my opinion, then again I'm no modeler/texture artist. Also, that hexagonal pattern on it looks really cool :).

Sel
February 7th, 2008, 07:57 PM
I like it, but the back part seems to be kind of left out.

Needs to match up with the rest, but it looks like its just a solid blue.

chicane
February 7th, 2008, 08:13 PM
to selentic: Is that building some kind of a bunker? It looks like the top of the control room tower in halo 3. I think it would be cool for it to be lodged inside a waterfall, for the scenic beauty if nothing else:awesome:.

Corndogman
February 7th, 2008, 10:09 PM
good thing i didn't do that, and never would. the roof is supposed to look like that. from the ground it looks proper.

ok, i see now. it does look like that from that angle though. but I'll take your word for it.

Bastinka
February 7th, 2008, 10:46 PM
Oh hay double post.

Not much on it yet, but I guess its a start.


http://i93.photobucket.com/albums/l42/selentic/inthenavy.jpg
Based off of Valhalla's bases mb?
I see little resemblence and it took me a while to realise what it made me remember.
I don't really like the simplicity of it, the 'round' part of the little things (repeating along edges of base) seem to be out of place.

Rob Oplawar
February 7th, 2008, 10:53 PM
*remembers this great community asset available for crit*

ohai. I'm having trouble with this rooftop bsp, going into Bridge CE. Since I've already released a bunch of material divulging the rooftop, I figure I might as well go all the way and have people scrutinize it.

http://www.spacebrick.net/pictures/gallery/rooftopo.jpg
e: since when do wshots not work?
http://www.spacebrick.net/pictures/gallery/rooftopo.jpg
ee: oic, the shot has been improved. nice.

It's not my best model ever. In fact, I consider it one of my worst BSPs. Something about it is just... off. This is my first attempt at wires, and while it definitely looks better with them than without, they may be throwing it off with their own inadequacies. Namely, the wires along the edges make no sense. Also, it's very plain along the edges. I'm not sure what to do- I can't really afford the time and polies to fill it up with the same sort of stuff as there is in the middle. *Gets idea* Ooh, I have an idea. It'll be a bitch to implement tho, and prolly won't work. Well anyway, I'ma go get this ingame and see what it looks like from the player's perspective. Ttyl.

thehoodedsmack
February 7th, 2008, 10:56 PM
It's nice, I suppose. Nothing really exciting, tbh. I like the broken up floor though.

Roostervier
February 7th, 2008, 10:58 PM
I don't really like how simple the tiles are broken. You made a lot of the just triangular prisms to symbolize it being broken. Tbh, it needs to be a little different, though keeping the tri count in-mind.

PenGuin1362
February 7th, 2008, 11:26 PM
tiles look a little too clean but i think it looks kinda cool. break it up a little more.

Tweek
February 8th, 2008, 02:48 AM
I don't really like how simple the tiles are broken. You made a lot of the just triangular prisms to symbolize it being broken. Tbh, it needs to be a little different, though keeping the tri count in-mind.
from what i see, that area is outside the playable section (the middle)

so that makes the fact those tiles are just triangular unimportant.

Sel
February 8th, 2008, 09:04 AM
Based off of Valhalla's bases mb?
I see little resemblence and it took me a while to realise what it made me remember.
I don't really like the simplicity of it, the 'round' part of the little things (repeating along edges of base) seem to be out of place.

I might have been influenced by valhalla bases, without knowing it, because when I rendered that I saw the same similiarity.

Anyway fixed those round parts you didnt like, now theyre just plane 45degree angles.

Scaled it to a better size

And added some more details.

http://i93.photobucket.com/albums/l42/selentic/cockfest.jpg

LlamaMaster
February 8th, 2008, 09:40 AM
I liked the round parts tbh.

Sel
February 8th, 2008, 09:52 AM
I guess I cant really please everyone :\

I kinda like it better without as well, so I guess Ill go with it.

Mass
February 8th, 2008, 03:53 PM
I liked the round parts tbh.
As did I, glad to see the scale change though.

Also, try and have the bottom of the wall come back in toward itself. I'll use one of my renders for lack of a better example:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/baseyabbadabba.jpg
Otherwise, good work and improvement.

paladin
February 8th, 2008, 05:07 PM
So whats the environment supposed to be?

Sel
February 8th, 2008, 05:38 PM
As did I, glad to see the scale change though.

Also, try and have the bottom of the wall come back in toward itself. I'll use one of my renders for lack of a better example:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/baseyabbadabba.jpg
Otherwise, good work and improvement.

Like so?

http://i93.photobucket.com/albums/l42/selentic/bendback.jpg


So whats the environment supposed to be?

Im thinking rainy/swampy ish.

Gonna have a lot of water around from all the rain.

ODX
February 8th, 2008, 05:40 PM
I like rain, it's calming....Also, where will that little stream lead?

Sel
February 8th, 2008, 05:45 PM
I like rain, it's calming....Also, where will that little stream lead?

No idea yet :\

Probly downhill to the base or something, I guess well find out when I make it :D

n00b1n8R
February 8th, 2008, 06:54 PM
Like so?

http://i93.photobucket.com/albums/l42/selentic/bendback.jpg



Im thinking rainy/swampy ish.

Gonna have a lot of water around from all the rain.

OH SICK FORRUNNER FLOOD LEVEL :awesome:

Jay2645
February 8th, 2008, 06:59 PM
Flood level...

Good idea.
And I already have the tags to make it happen, I'm just waiting on Selentic to finish the BSP.

Con
February 8th, 2008, 07:03 PM
Something needs to be done with the straight walls at the sides of the front of the base.

n00b1n8R
February 8th, 2008, 07:09 PM
Flood level...

Good idea.
And I already have the tags to make it happen, I'm just waiting on Selentic to finish the BSP.
I've wanted to see some new flood levels for ages. Quagmire and that hangemhigh map CMT did have allways been among my favourates for that reason. DO IT :d

SuperSunny
February 8th, 2008, 07:19 PM
For the straight wall, I'd recommend adding in a passageway of some sort. So far, I love it! Can't wait to see the final result

Sel
February 8th, 2008, 07:23 PM
Wait, straight wall?

Are you talking about the water spillaway on th side?

Ill put water on there, so dont worry well see what its like ingame :3

As for the level, Im thinking similiar to 343 guilty spark so well see how this goes. :D

Also, I like how I made the lights appear in the render, I dont know much about the HEK so Id like to make the lights look like they do in the render, but no Idea how, so any help on that for future reference is appreciated :3

Leiukemia
February 8th, 2008, 07:28 PM
looks really promising selentic, continue.

Jay2645
February 8th, 2008, 07:44 PM
Wait, straight wall?

Are you talking about the water spillaway on th side?

Ill put water on there, so dont worry well see what its like ingame :3

As for the level, Im thinking similiar to 343 guilty spark so well see how this goes. :D

Also, I like how I made the lights appear in the render, I dont know much about the HEK so Id like to make the lights look like they do in the render, but no Idea how, so any help on that for future reference is appreciated :3
Just finish it and let me handle that (Population, Scripting, and Lighting in Sapien and Guerrilla are my job for a reason, you know...).

Also, I think Conscars was talking about the river/stream thingy, and how it needs to be bent a bit here and there to look more natural.