View Full Version : Halo CE Gallery Thread (Redux!)
Sel
February 8th, 2008, 07:47 PM
Ill do population, but your free to do everything else there.
Me and Echo/disaster have been discussing how to populate it to even it out since theres no way back up onto the tele base (above) Were figuring out ways to even it out for the attackers, while removing tele pwning and blocking, and still allowing the team who owns the tele base to stay on top.
Con
February 8th, 2008, 08:19 PM
No, I was talking about the wall. Do what sunny said.
Sel
February 8th, 2008, 10:05 PM
No, I was talking about the wall. Do what sunny said.
Oh now I know what you guys are talking about, or atleast I think I do, thats supposed to be a cliff :XD:
Guess I cant model those very well yet eh?
Ill put on a door like thing tommorow, and compare it to see what you guys think.
HDoan
February 8th, 2008, 11:43 PM
My WIP spartan laser
http://img142.imageshack.us/img142/4181/spartanlaserqj4.png
Feel free to go all out on me with the critics and I have it unwrapped in case it isn't enough of an eye sore and someone wants to skin it.
PenGuin1362
February 9th, 2008, 12:05 AM
Something needs to be done with the straight walls at the sides of the front of the base.
i agree but it's looking interesting.
Jay2645
February 9th, 2008, 01:10 AM
I haven't posted things in a while, and this was about an hour's worth of work, so I'm a bit unsure if it's H2V-quality yet. Oh well.
Reference Pic:
http://www.coronasquadron.com/wallpics/e-hangar1.JPG
Mine (Not the same angle, as the left side isn't finished):
http://i203.photobucket.com/albums/aa115/Jay2645/hoth-hangar.jpg
Here's my Hoth hangar.
As far as hangars go, the Rebels have a ghetto one.
It's still a WIP, I haven't made a roof yet, but the right side is done. I'm debating over if you should be able to close those doors or not (probably not) but if you do, you put the base into lockdown for about 2 minutes. They can be reopened by destroying the Shield Generator outside, or you can sneak into the base by going through a series of tunnels through the Ion Cannon to the base, or an alternate route through a Wampa's cave (No Wampa, though, AI don't sync) to RIGHT behind the flag.
It would be hard to "de-model" that door though...
Bad Waffle
February 9th, 2008, 01:24 AM
door is wrong, lights need to be spaced more. Go watch the movie. DO IT NOW.
Jay2645
February 9th, 2008, 01:48 AM
door is wrong, lights need to be spaced more. Go watch the movie. DO IT NOW.
I... lost the disc. :gonk:
But I'll fix the lights, I fixed the door shortly after my post.
EDIT: Fixed, new pic:
http://i203.photobucket.com/albums/aa115/Jay2645/hoth-hangar-2.jpg
I also added a considerable bit to the right side, I need to extend the tunnel system out a bit, and then cap it off with a roof. The I need to install the hanging fixtures, and I should be done with the actual hangar part.
Love De Lux
February 9th, 2008, 03:34 AM
uFZ7R9sev9I
So, I've been messing arround this morning with the Halo2's BR.
Comments anyone ?
EDIT : FFS, youtube keep killing the 2 last seconds.
Sel
February 9th, 2008, 10:36 AM
I admit it, I have a blue light fetish :D
I added a door thing in th cliff, but I doubt it will go anywhere, itll be more for decoration :D
Im hoping something like this was what you meant for me to do :O
http://i93.photobucket.com/albums/l42/selentic/bluelightfetish.jpg
Mass
February 9th, 2008, 10:45 AM
I think the doorway shape is lame, very lame. Try using an existing one from halo as that means there is no need to paint a custom texture
Sel
February 9th, 2008, 11:17 AM
I think the doorway shape is lame, very lame. Try using an existing one from halo as that means there is no need to paint a custom texture
Guess I cant come up with amazing door shapes :(
Anyway, heres the campaign one The whoosher :O
http://i93.photobucket.com/albums/l42/selentic/kfixed.jpg
paladin
February 9th, 2008, 01:25 PM
door is wrong, lights need to be spaced more. Go watch the movie. DO IT NOW.
Of go play battle front 2.
PenGuin1362
February 9th, 2008, 02:26 PM
uFZ7R9sev9I
So, I've been messing arround this morning with the Halo2's BR.
Comments anyone ?
EDIT : FFS, youtube keep killing the 2 last seconds.
i like the bolt kicking back after each shot :p. fire anim looks good but reload seems a little off, fix the vid so i can see the whole thing >_>
Sel
February 9th, 2008, 04:19 PM
I decided to use a similiar thing to the one in 343 guilty spark. I guess it looks best out of the three but if you like one of the older ones over it feel free to let me know.
http://i93.photobucket.com/albums/l42/selentic/guiltyspark.jpg
Gwunty
February 9th, 2008, 05:31 PM
Some parts of your ground need more polys or, better poly placement. I see alot of improvement selentic keep up the good work
chicane
February 9th, 2008, 10:54 PM
to Love: Since animations are really the only thing I have any real experience in, I'm happy to critique for you.
The basic position is mostly good, however I noticed that the left thumb is twisted in an awkward, uncomfortable position, assuming of course that the rough white part of the glove is opposite side of the nail (where the fingerprint is). If you held a gun like that and fired you'd lose your thumb. Now, onto the ready animation. Its a bit to jerky I think, and it seems to come upwards to directly. It should probably come a bit more from the left. Also, the entire gun seems to be influenced to much by the motion of the bolt (which by the way I like the fact that your implementing bolt action into the ready). The firing is cool, once again I like that you have made the bolt more then a piece of decoration, but I think it should have more recoil.
The only animation I really didn't like was the reload, which I know all too well can be very hard to do. I don't like the energy it has much at all, its to fast and jerky. The gun really should be higher and more angled so you can see the left hand physically pulling the magazine out rather than just being left to assume so, and the gun should react more to the pulling out of the magazine than it should to the putting in of a new one (purely opinion). Also, the sliding of the bolt looks to fast and direct. The gun's position didn't change enough from the magazine inserting to the bolt sliding. He shouldn't have to spank the gun to get the bolt to move either, it should be a simple pushing of the bolt and a minor reaction by the gun. (almost done I swear!) It almost looks like the left hand slid right through the bolt when he hit it and passed on, and also the animation never returned to the original position and that is NO-NO number 1. Lastly, I might suggest using a slightly larger FP model, it usually feels easier to me.
I'm really sorry if while reading this you thought I was trying to flame and offend you, because really I am not. I'm only trying to help you, and the best way to do that is by criticism. + rep for you.
il Duce Primo
February 10th, 2008, 12:31 AM
A forerunner hallway I made.
http://img212.imageshack.us/img212/3682/hallway2yk4.jpg
http://img212.imageshack.us/img212/1704/hallway3qv8.jpg
LlamaMaster
February 10th, 2008, 01:04 AM
To messy/repetitive for my taste.
Sel
February 10th, 2008, 01:53 AM
Make it shorter, and then have it be a 4 sided base with a center room that that leads to. Kinda like hydrolosis.
Its just too long and the pattern seems overused. Make some variations.
BobtheGreatII
February 10th, 2008, 01:57 AM
Yah, I don't know. Part of me likes the close together feel, but most of the rest of me says to do some spacing.
Bad Waffle
February 10th, 2008, 04:05 AM
I like it how it is.
THAT IS ALL.
p0lar_bear
February 10th, 2008, 04:18 AM
I would expect to see that kind of repetition in Human structures, like the Pillar of Autumn. While Forerunner architecture tends to have pieces... hell, whole rooms even, that get recycled, the rooms themselves usually don't have too many pieces repeating themselves.
I would suggest putting maybe some larger supports at key intervals to break the monotony,
Mass
February 10th, 2008, 10:20 AM
I would suggest putting maybe some larger supports at key intervals to break the monotony,
That. And also thin out the frames themselves, it's too thick and bulky at the moment.
But this is good for us you.
Roostervier
February 10th, 2008, 10:58 AM
That's the type of room that I'd imagine much larger. Also, I'd make it a lot wider too.
paladin
February 10th, 2008, 02:25 PM
http://img175.imageshack.us/img175/9316/ohnoeslc1.jpg (http://imageshack.us)
OmegaDragon
February 10th, 2008, 02:43 PM
A forerunner hallway I made.
http://img212.imageshack.us/img212/3682/hallway2yk4.jpg
http://img212.imageshack.us/img212/1704/hallway3qv8.jpg
I went crosseyed on this one >.<
chicane
February 10th, 2008, 03:18 PM
It looks to me like the arches are to close together. They should be spaced out more, with a longer hallway or just fewer to the short hallway.
Snaver
February 10th, 2008, 09:02 PM
A forerunner hallway I made.
http://img212.imageshack.us/img212/1704/hallway3qv8.jpg
There's alot of that kind of architecture in Halo3, this wouldn't be inspired from halo 3 would it? ;)
il Duce Primo
February 11th, 2008, 03:16 PM
http://www.youtube.com/watch?v=Sg7Jj72Ah28
I modeled a door and animated it with the hallway.
Roostervier
February 11th, 2008, 03:36 PM
http://www.youtube.com/watch?v=Sg7Jj72Ah28
www.youtube.com/watch?v=Sg7Jj72Ah28 (http://www.youtube.com/watch?v=Sg7Jj72Ah28)
www.youtube.com/watch?v=Sg7Jj72Ah28 (http://www.youtube.com/watch?v=Sg7Jj72Ah28)
(The link, since the youtube tags I implemented also didn't work)
I don't like how the top half of the door is slightly slower than the rest of the door. Maybe sync it up?
Bad Waffle
February 11th, 2008, 03:37 PM
L2 YOUTUBE, JERKS
Sg7Jj72Ah28
p0lar_commentary: I'm letting this post slide, since it's essentially fixing someone else's post, and not in the sarcastic "ftfy" way.
Sel
February 11th, 2008, 04:05 PM
Reminds me of those loveable whoosher doors.
Gawd I love those things.
Anyway, Its kinda missing the locking, part, thing, which I thought was really cool in the halo doors.
Otherwise I like.
S3anyBoy
February 11th, 2008, 07:56 PM
A little thing I was working on for about an hour yesterday.
If anyone wants to possibly help me give the map more game play value, just IM me.
Qp-4IRp2tNQ
Cyanide
February 11th, 2008, 08:34 PM
I see no multiplayer value in that, but make it a "ME" movie map and mb...but that has been done..
Sel
February 11th, 2008, 09:09 PM
Hmmm, you know, that actually is kinda cool, to have people spawn in cryotubes.
S3anyBoy
February 11th, 2008, 09:15 PM
Hmmm, you know, that actually is kinda cool, to have people spawn in cryotubes.
Yea, but the problem is that the exit animation is long, like as soon as the map started I pressed the exit key and it took like 12 seconds to get out, I'm sure someone could shorten it, but IDK how.
Apoc4lypse
February 11th, 2008, 10:24 PM
Yea, but the problem is that the exit animation is long, like as soon as the map started I pressed the exit key and it took like 12 seconds to get out, I'm sure someone could shorten it, but IDK how.
well that depends on what the cryo tubes are, Im' not even sure I know how you did that. If its a vehicle though or what ever tag it is it should have seats. You'd need to change the time it takes to get in and out of it, to make it shorter.
I also love how closed minded people are here.
This has alot of game play value I think anyway.
Its just a matter of what the halo engine can do. My question is, is there a way to make it so the other team can blow up your cryo tubes, and make it so the other team can't spawn anymore. Thus making them defeated. It would add an extra strategy element to ctf matches. Wouldn't do much good for slayer matches though.
My idea for making this work is to somehow script it so the player spawn points are some how forced to be "contested" or what ever it is that happened when you can't spawn in halo. I'm not entirely sure but if an enemy player is standing on your spawn point, you can no longer spawn. Or better yet just keep it simple and just use vehicles to do it...
Wow this just gave me so many cool ideas on how to make multi player more exciting XD.
Geo
February 11th, 2008, 10:28 PM
This is whats going on with what was formerly Selentics map, but is now ours. I wasn't sure about the cliffs, so I decided to post them up here to get some helpful criticism from good cliff/terrain modelers before I got too far into it. Cause I'm not sure if the cliffs should be modeled in triangles/hexagons.
The most recent rendered pic.
http://www.pxspot.com/px/source/u_20080211222449_telebaseadded.jpg
A close up on the terrain
http://www.pxspot.com/px/source/u_20080211222454_smexy.jpg
Ah cheesy early wireframe to show you how its modeled.
http://www.pxspot.com/px/source/u_20080211222457_wireframe.jpg
Thank you for all who give helpful criticism and tips.
Oh ya and an upper shelf and cliffs will be added to the current cliffs. (just to add a little more vista)
Apoc4lypse
February 11th, 2008, 10:35 PM
its definitely better then before I think (I'd rather evaluate it un-smoothed but thats just me), but it is still to low poly where the bases connect with the terrain. Its the same things I circled in pictures earlier on in the thread. Also the tunnel is a bit messy to.
paladin
February 12th, 2008, 01:16 AM
Keep working, you have a long way to go. And again, use more polys on your terrain.
Cyanide
February 12th, 2008, 01:22 AM
Ya know what?
Im gonna go ahead and apologize...
It does have certain value....but can you imagine the camping for the cryotube spawns? People would just wait there...
But what you said Apoc4lypse...I think is pretty Impossible...
I could be wrong because no one else said so but I think it is....still...nice ideas ;)
Apoc4lypse
February 12th, 2008, 09:16 PM
Ya know what?
Im gonna go ahead and apologize...
It does have certain value....but can you imagine the camping for the cryotube spawns? People would just wait there...
But what you said Apoc4lypse...I think is pretty Impossible...
I could be wrong because no one else said so but I think it is....still...nice ideas ;)
meh never say stuff is impossible until you know all the ins and outs of what it is your talking about. Cuz you never know, people thought that it would be impossible to sync the doors for Zanzibar, and look what they did. They made it work.
Also making the cryo tubes un-campable (new word; yes I invented it) wouldn't be that hard I don't think.
S3anyBoy
February 12th, 2008, 09:19 PM
_ICi5-mA68M
I added some more stuff to the map including all the MP objectives except stuff for race (but who play that anyway >_<)
Here's just a basic flythrough.
Also you don't always spawn in the tubes red team does about 1/3 the time but never in CTF.
Of anyone want to help me test some MP games on Friday just IM me.
Geo
February 12th, 2008, 10:02 PM
Right now I am working on a high detailed Halo 3 Master Chief biped. I noticed that all the bipeds that are supposed to be Halo 3 style, but they use those nasty skins and multipurpose maps. So I decided to make a good detailed model that actually looks halo 3. So heres some eye candy.
http://www.pxspot.com/px/source/u_20080212214751_legs.jpg
It's only the legs, and I probably should have waited to post when I had atleast the torso done too, but I was so excited, I decided to post this atleast.
S3anyBoy
February 12th, 2008, 10:15 PM
Nice but on the knee-pads shouldn't their be 4 little dot things?
Geo
February 12th, 2008, 10:19 PM
Nope, just two.
SuperSunny
February 12th, 2008, 10:21 PM
Incredible work! Can't wait to see the finished result
Con
February 12th, 2008, 11:05 PM
I added some more stuff to the map including all the MP objectives except stuff for race (but who play that anyway >_<)
Here's just a basic flythrough.
Also you don't always spawn in the tubes red team does about 1/3 the time but never in CTF.
Of anyone want to help me test some MP games on Friday just IM me.
Sorry, but gameplay's gonna be lame. It's nowhere near balanced.
kenney001
February 12th, 2008, 11:56 PM
http://i148.photobucket.com/albums/s13/kenney001/colisium.jpg
Just messing around....
LlamaMaster
February 13th, 2008, 12:02 AM
Nice. Just fix that error on the windows, and give it more variation.
FrostySnowman
February 13th, 2008, 12:05 AM
http://i148.photobucket.com/albums/s13/kenney001/colisium.jpg
Just messing around....
Nice.. I like it, looks well modeled.
did you do a circle array for the one slice you modeled then booleans all the way around?
Sel
February 13th, 2008, 07:35 PM
I have no idea what this is supposed to be, maybe an exit to a tunnel that goes along this and then comes back onto grass.
http://i93.photobucket.com/albums/l42/selentic/whatsthis.jpg
Corndogman
February 13th, 2008, 08:29 PM
Selentic, i think that would look really cool cut into the side of a cliff. like you said, on the right side should be a pathway through the cliffs. the the left side would just be a ledge with a path on it and it kind of winds downward back to regular level. its kind of hard to explain with words though.
Sel
February 13th, 2008, 08:40 PM
Selentic, i think that would look really cool cut into the side of a cliff. like you said, on the right side should be a pathway through the cliffs. the the left side would just be a ledge with a path on it and it kind of winds downward back to regular level. its kind of hard to explain with words though.
Yeah, itll be a transition piece between tunnel/cave back to ledge/level.
paladin
February 13th, 2008, 10:15 PM
I have no idea what this is supposed to be, maybe an exit to a tunnel that goes along this and then comes back onto grass.
http://i93.photobucket.com/albums/l42/selentic/whatsthis.jpg
Looks to simple. Use less extrude and bevel.
Con
February 13th, 2008, 10:17 PM
There are a few little things that I'd change, but all in all it looks great.
Ifafudafi
February 13th, 2008, 11:26 PM
oh lawd is dat sum moar plasma grenade
-bpEj2Qhy4E
Noteworthy additions here include a new, custom explosion bitmap (64x64 as opposed to Cloud C Fire's old 32x32), tweaked fire, and a few sparks that jump out at random intervals while the flame is burning, stop with everything else, and then make a nice shower at the same time the lens flare happens. (They're a bit hard to see in the youtube video, though.)
il Duce Primo
February 14th, 2008, 12:11 AM
3KGzgg2iJBQ
I guess I finally figured out how to do this youtube stuff.
So what do you think?
Jay2645
February 14th, 2008, 12:13 AM
http://i148.photobucket.com/albums/s13/kenney001/colisium.jpg
Just messing around....
Shouldn't that go in the Off-topic Gallery thread?
Looks nice, by the way.
BobtheGreatII
February 14th, 2008, 12:26 AM
3KGzgg2iJBQ
I guess I finally figured out how to do this youtube stuff.
So what do you think?
I like it, keep up the work.
JDMFSeanP
February 14th, 2008, 12:29 AM
3KGzgg2iJBQ
I guess I finally figured out how to do this youtube stuff.
So what do you think?
The door speed seems to vary and thats kinda distracting, otherwise badass.
Ifafudafi
February 14th, 2008, 12:35 AM
Dammit people stop ignoring my works, how am I supposed to get better >:X
As for the door, I like the basic concept, but it opens too slowly; at running speed, you'd have to wait for it to open, and if there's more than one, that's not very ideal, especially on a multiplayer map. (Of course, it could work fine, and I could be completely wrong, but I'm pretty sure it's slow.)
ExAm
February 14th, 2008, 01:52 AM
Plasma explosion seems to expand outward and dissipate a bit fast.
Botolf
February 14th, 2008, 02:25 AM
So, uh, can somebody explain to me why Render Suite (Some random gmax rendering app) hates me?
http://img520.imageshack.us/img520/6374/image02132008232203sb9.jpg
This was supposed to be my render, but it throws out this crap, and then on occasions refuses to render anything at all. I got this to work consistently a while ago as you guys saw, but now it seems the damn thing is quite content to defy me.
n00b1n8R
February 14th, 2008, 02:40 AM
3KGzgg2iJBQ
I guess I finally figured out how to do this youtube stuff.
So what do you think?
the top peice is strange at the start, and a fraction late at the end. fix that for an exponential increase in win.
Botolf
February 14th, 2008, 02:50 AM
Ah, I think I stuck the camera behind some faces, blocked my view, probably. Can't remember what I need to increase to rid myself of spotty renders, though, more photons?
t3h m00kz
February 14th, 2008, 03:52 AM
oh lawd is dat sum moar plasma grenade
-bpEj2Qhy4E
Noteworthy additions here include a new, custom explosion bitmap (64x64 as opposed to Cloud C Fire's old 32x32), tweaked fire, and a few sparks that jump out at random intervals while the flame is burning, stop with everything else, and then make a nice shower at the same time the lens flare happens. (They're a bit hard to see in the youtube video, though.)
Nice. I just figured out how to do similar effects, and I'm going to do something like that for my plazzies. Also got that kind of stuff going on with my Shock Rifle and Needle Bolt Rifle ;0
Sel
February 14th, 2008, 08:15 AM
Looks to simple. Use less extrude and bevel.
Good thing I didnt touch those buttons.
Cant use any less of those.
Geo
February 14th, 2008, 10:14 AM
Ok, almost all of my biped is done. More detail is going to be put into the arms and chest, and then of course the hands. I would also like to thank Jahrain for his h2 model, cause I used it as a layout (no this isn't his model), so that I could get the sizing done right. So here it is.
http://www.pxspot.com/px/source/u_20080214101607_almostdone.jpg
ENJOY!
paintballakid5
February 14th, 2008, 10:57 AM
Super nice Geo!:) looks awesome.
heres something i just made while i was bored, it still has some smoothing errors, and some non-planars.:rolleyes:
Still WIP
And the scope is messed up.
:eek:
http://i170.photobucket.com/albums/u264/paintballakid5/sniper_fp.jpg
http://i170.photobucket.com/albums/u264/paintballakid5/sniper_cool.jpg
http://i170.photobucket.com/albums/u264/paintballakid5/sniper_nicness.jpg
Martini-562
February 14th, 2008, 11:42 AM
Bipod isn't completely correct. They're supposed to be mounted at the sides with some things that allow it to turn.
Geo
February 14th, 2008, 11:43 AM
Things mounted on the sides? I have no clue what your talking about. Please be more clear.
Martini-562
February 14th, 2008, 11:54 AM
what I meant was:
http://www.freewebs.com/ch3mt/sniper_nicness%20correction.jpg
would have to be like this:
http://405th.com/forums/uploads/1191632115/gallery_2379_7_156934.jpg
Geo
February 14th, 2008, 12:01 PM
Oh lol I thought you meant my biped. I thought you had spelled it wrong. Nvm
Martini-562
February 14th, 2008, 12:22 PM
lol, sorry for the confusion
t3h m00kz
February 14th, 2008, 01:29 PM
you know when I first learn how to model I'll be almost afraid to post anything here lol, it'll suck so bad
Bad Waffle
February 14th, 2008, 01:29 PM
at least you'll know you suck bad.
Martini-562
February 14th, 2008, 01:32 PM
thats kinda the reason why I have posted something here yet. I'm afraid to be flamed.
paintballakid5
February 14th, 2008, 02:12 PM
yea, i'll get tp work and fix thos errors
Bad Waffle
February 14th, 2008, 02:13 PM
gawsh guise, we dont flame--we offer true constructive crit.
Geo
February 14th, 2008, 02:27 PM
gawsh guise, we dont flame--we offer true constructive crit.
There are very few of you who give good crit. Thats why so many people are afraid. And there are those who take easy crit to hard, and get all offended.
Bad Waffle
February 14th, 2008, 02:30 PM
why are people so scared of some idiots on the internet? you shouldn't pay attention to them.
teh lag
February 14th, 2008, 03:08 PM
Ok, almost all of my biped is done. More detail is going to be put into the arms and chest, and then of course the hands. I would also like to thank Jahrain for his h2 model, cause I used it as a layout (no this isn't his model), so that I could get the sizing done right. So here it is.
<snip>
Shoulders look way weird to me :S
Geo
February 14th, 2008, 04:03 PM
Which part? The part that is more his arm, or the part near his head?
`Abias
February 14th, 2008, 04:03 PM
why are people so scared of some idiots on the internet? you shouldn't pay attention to them.
Just ignore people who only post to bring hate
teh lag
February 14th, 2008, 04:12 PM
Which part? The part that is more his arm, or the part near his head?
The part closer to the body; it seems to extend away from the body. The arms appear really far out in your render, almost to the point where there could be another joint there.
Monopoly
February 14th, 2008, 04:24 PM
http://www.pxspot.com/px/source/u_20080214101607_almostdone.jpg
The right shoulder is looking out of proportion, it seems to be stretched to far. I'll get back with you later If I notice anything else, otherwise great model.
Geo
February 14th, 2008, 04:43 PM
Oh I see, ya ill have to move those verts up. And its just the render that makes it look far out there. Once the hands and chest are done I will post alot more angles.
SnaFuBAR
February 14th, 2008, 04:46 PM
post a straight on view. i'm pretty sure your shoulders are wrong.
t3h m00kz
February 14th, 2008, 08:46 PM
gawsh guise, we dont flame--we offer true constructive crit.
Snafubar told me one time my model made him want to stomp me in the face :p Buuut then he gave me some tutorials. So it was all gravy
SnaFuBAR
February 14th, 2008, 08:47 PM
yes but i helped in the same message i'm not so bad rite :(
Botolf
February 14th, 2008, 08:50 PM
Hey Snaf, answer ze PM, I wants ur nollidge! >: D
t3h m00kz
February 14th, 2008, 09:47 PM
I said it was all gravy son, chillax lewl
demonmaster3k
February 14th, 2008, 11:05 PM
well i did some more working on my app (got rid of a few things, managed fixed up a lawl MDI GUI)
pics:
http://img208.imageshack.us/img208/6463/omgwownessyj3.jpg
the Script editor has changed dramattically. The ribbon is no longer part of the script editor form, instead it's part of the launcher form. this allows smoother layout. (now it works something like MS Word back in the day ) of course there's no script checker (yet).
http://img166.imageshack.us/img166/8290/lawlintheworxgg1.jpg
not much has changed on with the level compiler, i made new skins for the buttons, and i got it to work with this new MDI interface.
in a way you could say that i perfected the layout. i just need to get things back to working (PS the ribbon was made on a newer version of telerik software, that caused 2 major improvements: 1. i can apply skins to the ribbon 2. it loads up and runs faster than the older version. unfortunately, this ribbon is part of a trial suite that i'm using while i wait for the VSE reg benefits page to update with newer freeware)
oh and one more thing, i can't get my MDI save file dialog to launch, someone pm me if you know how to get it to work.
Ki11a_FTW
February 14th, 2008, 11:45 PM
the interface looks much better
SuperSunny
February 14th, 2008, 11:56 PM
Actually I think you should scrap the interface. Stick to a unified interface, similar to how Steelix has HEK+ designed. It's flawless! The buttons and style on this one seem a bit Windows 98-era.
Ki11a_FTW
February 15th, 2008, 12:36 AM
heres something i work on on and off, the outside floor is just a place holder, and the interior hasnt been started yet so yeah heres a pic
http://img183.imageshack.us/img183/4898/baselj9.jpg (http://imageshack.us)
i know it needs work, but its been a while since i took a go at forerunner modeling
jngrow
February 15th, 2008, 12:44 AM
From what I can tell, it's an attempt to emulate the Office 2007 interface.
I HATE THAT, and I'm probably not alone. As Sunny said, go for something more HEK+ style.
Also, here's a reposted updated version of the plasma grenade... again... with a little explosion flare similar to the one from the Fuel Rod Gun, more tweaked explosion fire, and other little things. In case you missed the other post, it's got a new explosion fire bitmap, some sparks added in at strategic points (hard to see in the video, but look closely), and more small modifications.
cmJnMmxi8Co
love it! i like the little light ring flicker also.
Con
February 15th, 2008, 12:55 AM
I went back to work on my ghosting filter, and got this. I think It's near done. I need feedback...
http://img407.imageshack.us/img407/3600/91102920ai6.jpg
http://img521.imageshack.us/img521/5411/65124216tb5.jpg
Jay2645
February 15th, 2008, 01:04 AM
I agree with escon. No rockets.
Failed jokes aside, it looks nice.
SuperSunny
February 15th, 2008, 01:30 AM
Nice Plasma Grenade!
For the Ghost Filter, the color tone should be changed a bit. It looks a bit oversaturated.
Here's my latest contribution to the gallery. It's Halo, except with dynamic lights that have a projected gel-map for the specular effect, and some nicely blended glow. The gel-maps are normally reserved for simply the flashlight, and the vehicle light projection (such as front of the Warthog). It actually works quite nicely.
http://i28.tinypic.com/67qfxz.jpg
And an overall far-sighted view of some finished shaders and lighting.
http://i29.tinypic.com/30dcr51.jpg
Ifafudafi
February 15th, 2008, 01:31 AM
...Wow, sunny. That first pic is made of sex, and the second one isn't half bad either. Can't wait to see what B4 looks like.
Con
February 15th, 2008, 01:37 AM
Very nice sunny, and I'll see what I can do about the saturation.
p0lar_bear
February 15th, 2008, 02:09 AM
Oh dear god, I'm going to get so many angry PMs. :gonk:
Guys, come on, I'm giving out infractions that really shouldn't have been given out. PLEASE keep in mind that this thread is in zero-tolerance mode. I know it can be hard, but keep from going on tangents like that; allowing those little side-discussions is what lead to the my last Infraction Frenzy + Fractionaire x2.
As for what I've seen while carousing this topic...
Mr. Ifafudafi, your plasma grenade is definitely nice, but like others have said, the explosion cloud disappears too abruptly.
demonmaster, I noticed that your UI looks a bit TOO much like the Prometheus UI. Change it before Nick notices and sues your ass. :3 (Actually, I like it, but you've got some work to do. I can't put my finger on it, but it seems like some of the elements are clashing with each other, or something.)
Con, I have no idea what that filter's supposed to do, but I like it. Much easier on my eyes than the Surreal one.
Sunny, holy crap you are a god amongst sea mammals.
StankBacon
February 15th, 2008, 03:53 AM
needs more video.
-edit- talking about cons filter.
Sel
February 15th, 2008, 09:11 AM
Sunny, Im curious.
Have you tried this on an outdoor map?
All we have really seen is your indoor valkyrie.
Also, killa, your structure has boring doors, spice them up a bit.
Also, lengthen the thing in the middle, pull it out, it looks really boring right now :\
OmegaDragon
February 15th, 2008, 09:29 AM
I'm thinking of remaking the Tiny Bronco again (or maybe go for the full size Highwind, put it in in Hugeass and never release it :o). All my work was lost after my HD fried in my laptop, and I never backed it up. Thats when I basically gave up on modeling and didn't feel like making models for a while. Now though, I feel like I want to make something. This might be a good thing for the model too; there were alot of problems with it in the first place and the textures where shit. It would give me something to do for a while.
Also, Sunny those lights look amazing.
Scooby Doo
February 15th, 2008, 10:04 AM
i think i've seen the gel maps used in light scenery before...mb zanzibar(main base, upper level?). anyways, looks awsome. btw, have you worked on any tutorials yet? we could use them...
~Scoob
Con
February 15th, 2008, 12:45 PM
Does anyone know if animated gel maps are possible, because I think the gel map remains static even though the light source may be moving (ie zanzibar). I was trying to make a disco ball a long time ago and I couldn't get the gel map to rotate even though the dynamic light was.
demonmaster3k
February 15th, 2008, 12:58 PM
@ conscars, love the new filter. really, besides being 1337 at both playing and moddin halo, you're awesome at dxtweaker filters
@super sunny, you're like god at pretty graphics
@polar yea, i noticed some clashing in the gui sunny's probably right, but even still i prefer to disregard his input for the moment (i love attempting to make pretty gui). i think i might have reduced the clashing by applying a new skin to the group boxes. one more thing, i have no intention of trying to rip off of Nick's project (which i am very skeptical about it's probability towards release) the colors for the ribbon were inspired by this forum.
i know you're probably tired of this by now:
But i've been putting a lot of hard work into this project (before it was just an app) but now it's more personal
pics:
http://img444.imageshack.us/img444/3296/blankwy7.jpg
above is how the app looks like right after loading.
http://img444.imageshack.us/img444/7854/nomoreclashingtm0.jpg
i changed the buttons from the standard default buttons to new rad buttons. this is giving it a better look. another thing to note is that hopefully the clashing of the UI elements are reduced by applying this new skin to the group boxes.
http://img444.imageshack.us/img444/1142/gawrshintermetzui9.jpg
i added the InTErMEtz to the project. my intention of this section is for it to be used as a quick-reference while creating custom content.
if you are tired of seeing the pics of the app, then just neglect the spoiler tags. i take crits really seriously and will try to improve my app in any way, shape, or form
SuperSunny
February 15th, 2008, 12:59 PM
Does anyone know if animated gel maps are possible, because I think the gel map remains static even though the light source may be moving (ie zanzibar). I was trying to make a disco ball a long time ago and I couldn't get the gel map to rotate even though the dynamic light was.
The jitter function should make them jitter, I think, which is animation. As long as the main point is also connected to it (like a piece of scenery), animating that would animate the gel-map.
Con
February 15th, 2008, 01:01 PM
Here's that video, bacon. Unfortunately, youtube quality makes it near impossible to see the effects of the filter
AOEUFCe13PY
Here's a download instead if you prefer it: (16 mb)
http://rapidshare.com/files/92111876/ghosting.wmv.html
SuperSunny
February 15th, 2008, 01:01 PM
Sunny, Im curious.
Have you tried this on an outdoor map?
All we have really seen is your indoor valkyrie.
Also, killa, your structure has boring doors, spice them up a bit.
Also, lengthen the thing in the middle, pull it out, it looks really boring right now :\
The only thing I'm applying all this to right now is my indoor map. It is all possible in an outdoor map, except the dynamic lighting maybe more difficult.
chicane
February 15th, 2008, 02:26 PM
http://i28.tinypic.com/67qfxz.jpg
sunny the ground looks amazing...
paintballakid5
February 15th, 2008, 06:20 PM
here some stuff i did when i was Bored.
http://i170.photobucket.com/albums/u264/paintballakid5/awsum_render_bullets.jpg
http://i170.photobucket.com/albums/u264/paintballakid5/spiker_clay.jpg
Roostervier
February 15th, 2008, 07:10 PM
That handle still needs to be fixed (on the spiker). I thought you said you were going to do that? Not to mention you need to work on your smoothing groups.
t3h m00kz
February 15th, 2008, 08:15 PM
Released a pre-alpha test map of my weapons as they are now.
http://www.h2vista.net/forums/showthread.php?t=8601
Ki11a_FTW
February 15th, 2008, 09:28 PM
http://img527.imageshack.us/img527/8393/h3fencerj2.jpg (http://imageshack.us)
http://img527.imageshack.us/img527/8393/h3fencerj2.88c1dd689e.jpg (http://g.imageshack.us/g.php?h=527&i=h3fencerj2.jpg)
started working on some halo 3 equiptment (gonna fix the reflection)
t3h m00kz
February 15th, 2008, 09:30 PM
what am I looking at here?
Ki11a_FTW
February 15th, 2008, 09:44 PM
well the fences are remakes of halo 3 fences, and the rest is just an untextured level in WIP
Gwunty
February 15th, 2008, 10:35 PM
Well its been a while since I modeled anything (two months to be exact), so now that I got 3ds max back I decided to model something. Its still a WIP and im not aiming for accuracy because this will probably end up in multiplayer.
http://i162.photobucket.com/albums/t261/carlos_y_charlie/templethingyupdate.jpg
t3h m00kz
February 15th, 2008, 10:57 PM
When you said "Equipment" I thought you were talking about like, bubble shield and shit. I see it now.
chicane
February 16th, 2008, 01:24 PM
http://img527.imageshack.us/img527/8393/h3fencerj2.jpg (http://imageshack.us)
http://img527.imageshack.us/img527/8393/h3fencerj2.88c1dd689e.jpg (http://g.imageshack.us/g.php?h=527&i=h3fencerj2.jpg)
started working on some halo 3 equiptment (gonna fix the reflection)
boy I sure wish my fingers could pass through solid objects like that.
Pyong Kawaguchi
February 16th, 2008, 01:36 PM
boy I sure wish my fingers could pass through solid objects like that.
me too..
Ki11a_FTW
February 16th, 2008, 04:15 PM
yeah yeah, we all know my BR is oversized:p
FireDragon04
February 16th, 2008, 04:22 PM
They're custom right? not ripped?
Look pretty good so far, i remember using them in Foundry (Fence Grate Pieces of w/e), anyway make some more stuff like it, and fix that reflection! lol. Also, slight face error on the top left connection on the X. Thats about it. Also, that BR is like a womans dream ... :hump:
So huge!!!
http://i162.photobucket.com/albums/t261/carlos_y_charlie/templethingyupdate.jpg
Hey! Nice the H3 Control room looking good, keep working at it!
Ki11a_FTW
February 16th, 2008, 09:03 PM
They're custom right? not ripped?
model is custom, for the bitmaps i took screenshots of them in halo 3 and did some modifying
jngrow
February 16th, 2008, 09:31 PM
The H3 fences look Ok, but fix the "x"s. They aren't even.
Martini-562
February 17th, 2008, 07:17 AM
Well I think it's time for me to throw in some pics as well.
http://i246.photobucket.com/albums/gg106/M-562/sniperprogress2.jpg
http://i246.photobucket.com/albums/gg106/M-562/sniperprogress.jpg
http://i246.photobucket.com/albums/gg106/M-562/M-562scene.jpg
demonmaster3k
February 17th, 2008, 08:48 AM
gah dude those renders are blurry
what did you do!? add a blur filter or turn up the smoothing to max when u saved it
(otherwise that's some sweet stuff there)
Martini-562
February 17th, 2008, 08:53 AM
I know, i believe the jpeg encoder is f*cking the pics up. but it could be smoothing set in the render I believe.
Sel
February 17th, 2008, 09:32 AM
When you save the jpeg make sure that smoothing is off.
Martini-562
February 17th, 2008, 09:43 AM
oh, ok. thanks
thehoodedsmack
February 17th, 2008, 09:44 AM
The rifle itself looks too blocky.
†Shadow Divider†
February 17th, 2008, 11:05 AM
It's a simple design but for low poly the way you distributed them it looks good.
PenGuin1362
February 17th, 2008, 11:35 AM
never quite understood why people like to make exact copies of bungies weapons. if you're gunna remake them, you might as well have fun with it and put more detail into it. not to mention most of the detail in halo 3 was provided by bump and normal maps which halo 1 does not have.
Huero
February 17th, 2008, 12:53 PM
Because keeping things canon is fun.
Although creating variants of existing weapons is more fun, :3
LlamaMaster
February 17th, 2008, 03:10 PM
never quite understood why people like to make exact copies of bungies weapons. if you're gunna remake them, you might as well have fun with it and put more detail into it. not to mention most of the detail in halo 3 was provided by bump and normal maps which halo 1 does not have.
.
My guess is simply that some people lack any creativity, and it's easier for them to just copy somebody else...
Sel
February 17th, 2008, 05:58 PM
.
My guess is simply that some people lack any creativity, and it's easier for them to just copy somebody else...
People dont seem to get it, that when something has been copied from a game atleast 20 times, you stop with making that, and make something new.
Sever
February 17th, 2008, 06:04 PM
People dont seem to get it, that when something has been copied from a game atleast 20 times, you stop with making that, and make something new.
... Says the guy who is making another box canyon map...
(nothing against you or your choices, but I for one would love to see some innovative maps.)
Sel
February 17th, 2008, 06:22 PM
... Says the guy who is making another box canyon map...
(nothing against you or your choices, but I for one would love to see some innovative maps.)
Im making a box canyon map?
Leiukemia
February 17th, 2008, 06:24 PM
Try this out m-562. Makes renders much more sharp.
http://i67.photobucket.com/albums/h320/Duncgs/rendersetting.jpg
Sever
February 17th, 2008, 06:34 PM
From what I've seen, Sel, yes. Two bases in a canyon, even when there are other structures present, is still a box canyon map.
Disaster
February 17th, 2008, 06:50 PM
So Valhalla is a box canyon map? Who cares if it's a box canyon map? If it's fun to play like Gulch, nobody really cares. At least as long as it doesn't look boxy.
SnaFuBAR
February 17th, 2008, 06:52 PM
Well I think it's time for me to throw in some pics as well.
pretty low poly/detail. they're pretty weak models. keep trying.
JunkfoodMan
February 17th, 2008, 06:54 PM
At least as long as it
ಠ_ಠ
I guess the reason some people do copy Bungie's weapons is that they can Practice.
Sel
February 17th, 2008, 07:07 PM
From what I've seen, Sel, yes. Two bases in a canyon, even when there are other structures present, is still a box canyon map.
Im not doing the cliffs and terrain for that map, they were render placeholders :downs:
Also, they didnt really start with a box either, so Im sorta lost what a box canyon is :\
Or are all canyons boxes?
Sever
February 17th, 2008, 07:11 PM
A box canyon is basically just a canyon with both ends boxed off. In other words, an area surrounded with cliff walls.
Con
February 17th, 2008, 07:15 PM
People dont seem to get it, that when something has been copied from a game atleast 20 times, you stop with making that, and make something new.
says who?
Sel
February 17th, 2008, 07:21 PM
says who?
Its in the unwritten book of rules.
But really, there are like 20 spikers/halo 3 snipers/pistols out there, we hardly need another one :\
Leiukemia
February 17th, 2008, 08:14 PM
We also don't need any of the artistic stuff that won't be used for anything that I've posted here. But I alway got a good response on those. There's no reason we can't give some good critism on things even if we've seen them a hundred times. Hell, the models I do of guns have been done hundreds of times more then any halo models. It get's a little redundant, but it's all a learning experiance. It's when people post shitty stuff and refuse any help that it becomes a problem. If you're sick of seeing halo models, then why don't you go sign up for cdg.com or some other modelling site to see other types of models? This is a halo forum, and this is a halo thread. Why would you expect people wouldn't be creating halo content?
Disaster
February 17th, 2008, 08:38 PM
Yeah Leukemia really has a point. However things do get redundant, this site was made for this like he said.
Really off topic, did this sites font change suddenly?
LlamaMaster
February 17th, 2008, 10:47 PM
We also don't need any of the artistic stuff that won't be used for anything that I've posted here. But I alway got a good response on those. There's no reason we can't give some good critism on things even if we've seen them a hundred times. Hell, the models I do of guns have been done hundreds of times more then any halo models. It get's a little redundant, but it's all a learning experiance. It's when people post shitty stuff and refuse any help that it becomes a problem. If you're sick of seeing halo models, then why don't you go sign up for cdg.com or some other modelling site to see other types of models? This is a halo forum, and this is a halo thread. Why would you expect people wouldn't be creating halo content?
Creating halo content doesn't mean you have to copy content that has already been made, it just has to fall within the general area of the Halo theme. (unless your making the theme different.) God forbid somebody make some creative. It doesn't have to be completely original if your a noob, just anything besides a mediocre copy of something thats already in halo. I see no reason why people can't learn from something else.
Idk, I guess I'm just sick of seeing different versions of the same thing over and over again.
PenGuin1362
February 17th, 2008, 11:35 PM
there is nothing wrong with recreating halo content, but put some effort into it :|. aka tons of detail to make it sexier then its predecessor
LlamaMaster
February 18th, 2008, 12:01 AM
there is nothing wrong with recreating halo content, but put some effort into it :|. aka tons of detail to make it sexier then its predecessor
That works to. The problem is though that most people just half-ass it and make it worse.
Mass
February 18th, 2008, 12:09 AM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq2.jpg
meh. There is gonna be a big sign on the blank wall on the left.
Pyong Kawaguchi
February 18th, 2008, 12:23 AM
a lil cartoony, ide suggest making the black lines thinner
Leiukemia
February 18th, 2008, 12:46 AM
Creating halo content doesn't mean you have to copy content that has already been made, it just has to fall within the general area of the Halo theme. (unless your making the theme different.) God forbid somebody make some creative. It doesn't have to be completely original if your a noob, just anything besides a mediocre copy of something thats already in halo. I see no reason why people can't learn from something else.
Idk, I guess I'm just sick of seeing different versions of the same thing over and over again.
So it's an issue of you bitching about seeing something done over and over. I also never said I justified people doing a mediocre job. I just think it's stupid to bitch about someone learning new things, even if it's by creating something that's already been done, when they're learning from it. Just about everything I've ever modelled is off of something that already exists. Yet I've gotten better and better at modelling. Creativity is good, but it isn't necessary to improving skills. If people are just coming here to show off their creativity rather then to get critisism, then they've got some things to think about. Just showing off won't improve you at all.
SuperSunny
February 18th, 2008, 01:50 AM
Honestly I never learned shit from recreating something else. It just teaches you how someone else works. Majority of people cannot apply themselves properly to understand and decompile that knowledge on their own. Creativity is dead in this game. It only seems to appear in random showings.
Everyone makes the H2 weapons. Everyone makes the H3 weapons. Everyone makes the forerunner themed levels. Everyone makes the same old modifications with a different name over and over again. I've seen minimum new, original content for this game. The Metroid release was a beautiful one. It's been standstilled though. Modern Combat was incredible as well. With some more work it could have been quite the competing modification. Otherwise, where is it? Where is the push?
I'm not saying I dislike the content. I just dislike the fact that this game is missing a lot of the creative designers shown in other engines. Do something original, and show some in-game shots of it please :(
For critiquing gun models and those sort, rather than pointing out the obvious flaws that the gun isn't proportional to the real thing, why not let them continue to work on their own design and see what else they achieve? Everyone can design in a unique way. Teaching to design in an accurate, reproducible-to-everyone-single-little-vert way is sickening to the mind, like a disease. No one will ever learn how they work to their own beat and rhythm. That's probably why I never personally make gun models and forerunner architecture. People will crit it to the point that I won't want to continue working on it anymore. Some just can't do it.
Btd69
February 18th, 2008, 01:59 AM
a lil cartoony, ide suggest making the black lines thinner
It wouldn't look cartoony ingame tbh.
legionaire45
February 18th, 2008, 02:15 AM
I think this topic needs moar off topic.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq2.jpg
meh. There is gonna be a big sign on the blank wall on the left.
It looks ok, although the materials seem a bit boring. Also try and fix the tiling a bit, you can easily notice it
Leiukemia
February 18th, 2008, 02:45 AM
Massacre: Structure looks cool, textures look blah.
il Duce Primo
February 18th, 2008, 03:18 AM
Those are temp. textures I'm gussing just to show the color palate. And about the tilable thing. It looks great. It's only the bsp. Most games and things use tiling or games would take alot longer to make. You make the spots more unigue with scenery. And it doesn't ahve to be tiled that much. It is showing off how it is tiled and how it looks when tiled.
n00b1n8R
February 18th, 2008, 03:24 AM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq2.jpg
meh. There is gonna be a big sign on the blank wall on the left.
I actually really like that look.
Scooby Doo
February 18th, 2008, 09:54 AM
@Massacre
imo, you have all of this detail on the left and little on the right. add some stuff to even it out a bit. other than that, i don't really like the textures. the colors are pretty good, but the textures themselves aren't very special...just bland and boring. if you can, try to edit them a bit and add some stuff.
~Scooby
p0lar_bear
February 18th, 2008, 10:25 AM
The next time I come into this thread and see an offtopic tangent, I am locking this thread, deleting it, and banning Gallery threads in the CE section indefinitely.
This thread is for posting work and critique only, as well as limited responses to questions asked about work. Please take anything else to PMs or to another topic.
I'm not allowing any leeway in this thread simply because allowing even the slightest amount can and will lead to total thread derailment, flamewars, and people getting banned. It's been proven in the past.
Kiwibird
February 18th, 2008, 01:01 PM
I actually really like that look.
I agree. There is something about the textures that make it look pretty cool. For Halo though, the textures are not good. Nice structure though.
Huero
February 18th, 2008, 01:05 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq2.jpg
meh. There is gonna be a big sign on the blank wall on the left.
It looks great except for the support beams under; they look odd and kind of out of place.
TeeKup
February 18th, 2008, 04:57 PM
That color is disgusting.
Mass
February 18th, 2008, 05:19 PM
That color is disgusting.
I'm sorry its just funny that you be the one to say that.
Also, I think I'm gonna try and even out the detail with some battle damage. and the textures are all halo besides the concrete so yeah. I think they could be a bit more intresting though, more rusted ect. Right now I think it looks a bit too tf2.
MMFSdjw
February 18th, 2008, 05:57 PM
I really like the colors
Bastinka
February 18th, 2008, 06:00 PM
Very nice structure and texture, the dark part thats close to black (Dunno the color, dark grey?) could look a little more metallic and less 'outstanding' like I forget the word.. it just stands out apart from the other colors. I kind of like it though actually. Add a little more differences to the Tanish/Yellow looking texture (Color blindless) and it'd look great imo.
SuperSunny
February 18th, 2008, 06:03 PM
I'd love to see this in-game, it looks incredible.
JDMFSeanP
February 18th, 2008, 06:23 PM
Reminds me of TF2 for some reason, I really like the metal structure one, though the piece to the left with the thick lines looks D:
Jay2645
February 18th, 2008, 10:33 PM
I agree, thin the lines or take them out, and it will be :awesome:.
Bad Waffle
February 18th, 2008, 10:34 PM
the shape of the big building is too uninteresting. Add some ADDITIONAL PYLONs, alright?
Ifafudafi
February 19th, 2008, 12:29 AM
Add some ADDITIONAL PYLONs, alright?
*cough*
Anyway, it looks to me like the lower supports are too numerous and complicated; I'm not saying it looks bad, it just looks clunky. Oh, and get a new color scheme D:
Bodzilla
February 19th, 2008, 01:41 AM
the colours are awesome.
down with the System <:mad:>, stop the conformity!
n00b1n8R
February 19th, 2008, 02:21 AM
Right now I think it looks a bit too tf2.
but it makes it look awesome D:
it's simple, and distinctive, and eye catching and I <3 it and the buidling D:
DON'T GO CHANGING, TO TRY AND PLEASE ME, YOU'VE NEVER LET ME DOWN BEFORE, OO-OO-OO-OO-OOOO!
SnaFuBAR
February 19th, 2008, 11:16 PM
the thick black lines on the structure just suck. it looks like you either did horrifically bad on a uv map and texture or could be too reminiscent of drawing a structure with a big fat marker. it just looks incredibly poor.
Pyong Kawaguchi
February 19th, 2008, 11:58 PM
I think you should make the black lines a lil less thicker, they look way to cartoony, also i like this page number
chicane
February 20th, 2008, 12:16 AM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq2.jpg
Ok, I think that this structure looks pretty cool, except the support beams seem a bit out of place (as stated before by somebody) They seem backwards to me, why would the support beams be at that angle? it doesn't really make much sense. Sure there are those smaller beams that are at a perpendicular angle, but it feels to me like they're on the wrong side. The textures make it look like Lon Lon ranch from legend of Zelda. I would probably just choose a different color scheme (one that replaces the large black areas with a lighter color so it doesn't look bold and cartoony) Other than that, I can see how this structure would look good, and probably pretty useful in game play assuming that its scaled to the size that I'm envisioning it (the support beams about a spartan tall). Sorry I'm a little late to post this.
Sel
February 20th, 2008, 05:20 PM
I put the telebase ingame.
http://i93.photobucket.com/albums/l42/selentic/telebase-2.jpg
http://i93.photobucket.com/albums/l42/selentic/telelulz.jpg
http://i93.photobucket.com/albums/l42/selentic/kklulz.jpg
Jay2645
February 20th, 2008, 06:06 PM
Something else I did some work on. I finished the smoothing, I just need to add in little tiny details I realized I missed.
http://i203.photobucket.com/albums/aa115/Jay2645/x-wing3.jpg
No, that dark streak isn't a smoothing fuck-up, it's where the Proton Torpedoes come out. The clay render makes it LOOK like a smoothing fuck-up, though.
Ki11a_FTW
February 20th, 2008, 07:39 PM
decent +rep
chicane
February 20th, 2008, 07:39 PM
To Selentric: I like that. Now model the rest of the map =P
Con
February 20th, 2008, 07:55 PM
UV's could use some work, selentic
Sel
February 20th, 2008, 08:02 PM
UV's could use some work, selentic
I only just learned UV unwrapping, I know, little too late :P
Ill work on them some more, since Im really only getting a feel for the tool.
MMFSdjw
February 21st, 2008, 12:38 AM
My PC is down til my replacemnt parts get in so the only 3d stuff I can do on my laptop is Google Sketchup. So I sketched a small level.
I made the layout with slayer only in mind so don't look for CTF gameplay here.
This was basicaly a way to waste time but I'd still like to get yall's opinion on the layout.
There's little people in there for scale
http://photos-111.ll.facebook.com/photos-ll-sctm/v203/30/120/41113111/n41113111_33743893_4578.jpg
Sketchup's lighting is pretty cool.
http://photos-111.ll.facebook.com/photos-ll-sctm/v203/30/120/41113111/n41113111_33743894_5089.jpg
Topdown
http://photos-111.ll.facebook.com/photos-ll-sctm/v203/30/120/41113111/n41113111_33743895_5600.jpg
Topdown Wire
http://photos-111.ll.facebook.com/photos-ll-sctm/v203/30/120/41113111/n41113111_33743896_6100.jpg
Thoughts?
Sever
February 21st, 2008, 01:03 AM
Looks interesting, but the fact that the outer ring of passages is basically one single path doesn't go well for gameplay. It needs much more interaction with the central sections. Ramps coming up from behind and catwalks going out into the middle might help. Also, think of where players will want to hunker down, and create alternate areas to counter them. I've been playing Team Fortress 2 way too much lately, but I've been able to walk away with a lot from its impeccable level design, where every defensible point on the map seems to have at least one counter point (and often much more, pending the importance of the area).
†Shadow Divider†
February 21st, 2008, 07:48 AM
I put the telebase ingame.
http://i93.photobucket.com/albums/l42/selentic/telebase-2.jpg
http://i93.photobucket.com/albums/l42/selentic/telelulz.jpg
http://i93.photobucket.com/albums/l42/selentic/kklulz.jpg
I like this is good model+ rep but as others have said work on those UVW's
yeild that it will still look like partial shit because of halo's crappy engine. I mean I work with it and I do everything sunny does to his map. bump, spec, lights ect. In my honest opinion all of my stuff still looks like crap from the texture perspective in halo's engine. I honestly if there was any other game that would consider using the same developing tools, exporters, ect. I would move to a different game. Though I like this community thus so far and I dont want to have to learn any new developing kits, hammer ect soon.
Pyong Kawaguchi
February 21st, 2008, 12:32 PM
Halo has a crappy engine eh?
Well use the surreal filter and youl find that wrong :O
Also, I might make a Halo CE wallpaper pack. heres a couple of images that would be in it if i make one, Should i make one?
http://img412.imageshack.us/img412/2471/fragmentrq9.jpg
http://img181.imageshack.us/img181/5352/snowgrovelo7.jpg
PenGuin1362
February 21st, 2008, 01:48 PM
no, that's wrong. the filter is not part of the engine. it's a 3rd party app. therefore halo still has a crappy engine compared to what we have today.
also, not liking the angles on those shots, they seem too simple, and unnatural.
MMFSdjw
February 21st, 2008, 02:01 PM
Well of course it's crappy compared to what we have today, it's like 7-8 years old now isn't it?
Botolf
February 21st, 2008, 03:17 PM
Sure, the engine's behind the times in a few "new" mapping methods (normal mapping, parallax mapping,etc) and fancy effects (HDR lighting, Physics, etc), but there's tons of stuff that's upgradeable (texture size, polygon count in models and BSPs, like HighRes Halo). Add on a lot of insane lighting tricks a la Sunny, and this engine starts looking positively beautiful :p
CSFLOYD
February 21st, 2008, 03:39 PM
http://img408.imageshack.us/img408/5381/lolololmq9.png
ignore the blue clip
OmegaDragon
February 21st, 2008, 03:52 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
I swear if you don't recognize what it is I might shoot myself...
CSFLOYD
February 21st, 2008, 03:53 PM
i like it :3
Sel
February 21st, 2008, 04:00 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
I swear if you don't recognize what it is I might shoot myself...
It looks like something from age of wonders, the human flying thing.
I guess it looks like a good start.
Can you give us a scale?
p0lar_bear
February 21st, 2008, 04:07 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
Nice Highwind. To be honest, I was also thinking it was the Blackjack or Falcon from FFVI, but I noticed that the deck wasn't quite right. Then I noticed the top, so... yeah.
Looking forward to seeing it textured; can we also expect to see the rocket version of it anytime soon?
OmegaDragon
February 21st, 2008, 04:36 PM
Nice Highwind. To be honest, I was also thinking it was the Blackjack or Falcon from FFVI, but I noticed that the deck wasn't quite right. Then I noticed the top, so... yeah.
Looking forward to seeing it textured; can we also expect to see the rocket version of it anytime soon?
I was thinking about the rocket version of it too, I might consider doing it once the model is finished. I need to find some reference pictures of the rocket version so I can see where to position it and how it would look.
@ Selenic: I will see if i can get that scale for you. The ship is pretty big and you will know the approximate scale if you have ever played FFVII.
Sel
February 21st, 2008, 04:40 PM
I never played final fantasy, so no idea what it is D:
n00b1n8R
February 21st, 2008, 05:12 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
I swear if you don't recognize what it is I might shoot myself...
looks like your standard japenese RPG flying transport :p
OmegaDragon
February 21st, 2008, 06:29 PM
It looks like something from age of wonders, the human flying thing.
I guess it looks like a good start.
Can you give us a scale?
Selenic Here is your scale:
http://img161.imageshack.us/img161/2930/scalelf0.png
It may look a bit unbalanced now, but that is only like 1/4 of the ship. It is still missing the main fuselage that contains a meeting area, a Chocobo stable, the motor room, and the control room. here is a picture of how it will hopefully resemble:
http://img179.imageshack.us/img179/8207/hghwdpbhy1.jpg
Also, I just noticed that I put the two propellers too forward >.<
I should go fix that.
chicane
February 21st, 2008, 06:35 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
I swear if you don't recognize what it is I might shoot myself...
That is awesome! Is it going to be a bsp or a vehicle? Either way the highwind is incredibly cool.
to selentic: Heresy. You'd best play final fantasy before judgement day.
jngrow
February 21st, 2008, 06:55 PM
http://img408.imageshack.us/img408/5381/lolololmq9.png
ignore the blue clip
Pretty sick, but I don't like the hole on the butt of the gun. Personal preference though.
Con
February 21st, 2008, 07:37 PM
the little grooves between the sections of the top of the gun are too deep.
CSFLOYD
February 21st, 2008, 07:47 PM
Pretty sick, but I don't like the hole on the butt of the gun. Personal preference though.
sick in a good way or bad?
Roostervier
February 21st, 2008, 07:59 PM
Make sure you fix the flashlight's smoothing (and modeling in general). Also, the barrel should be longer.
ima_from_America
February 21st, 2008, 08:49 PM
http://img232.imageshack.us/img232/3057/hwtf5.png
The beginning of my most recent project. Started last Sunday, today I tried to see how it looked like with mesh smooth applied to it (thus the bumpiness in some parts of the model). Still no work on interior, but hope that i can make it as accurate as possible.
I swear if you don't recognize what it is I might shoot myself...
Needs moar Edgar.
Or at least Setzer-size it.
jngrow
February 21st, 2008, 11:41 PM
sick in a good way or bad?
Good. And honestly, I don't care about exact accuracy to the real thing. If it looks good, it looks good.
Btd69
February 22nd, 2008, 03:09 AM
In the future, there will be .. rotor-blades .. ?
Sel
February 22nd, 2008, 07:54 AM
Pretty sick, but I don't like the hole on the butt of the gun. Personal preference though.
I like it a lot too, itd be cool if there waas glass covering the blue part, and the blue part was an animated water shader for cooling the gun or something.
SuperSunny
February 22nd, 2008, 11:35 AM
S'more beastly lighting improvements. The only problem is the portals aren't doing justice, they seemed to be messed up. Last fix.
http://i32.tinypic.com/20z21i0.jpg
http://i25.tinypic.com/2926utv.jpg
http://i25.tinypic.com/29xsowy.jpg
http://i31.tinypic.com/15mfx92.jpg
Ki11a_FTW
February 22nd, 2008, 11:43 AM
:o
awesome
Geo
February 22nd, 2008, 12:29 PM
Nice man. I really like the walls. The pipes look sweet too, but can you rough them up a bit, so that they aren't perfectly smooth?
Martini-562
February 22nd, 2008, 03:26 PM
ooh shiny. Nice job
Sel
February 22nd, 2008, 04:06 PM
S'more beastly lighting improvements. The only problem is the portals aren't doing justice, they seemed to be messed up. Last fix.
http://i32.tinypic.com/20z21i0.jpg
http://i25.tinypic.com/2926utv.jpg
http://i25.tinypic.com/29xsowy.jpg
http://i31.tinypic.com/15mfx92.jpg
My god.
Sunny I love you.
That is amazing, now the problem about it running on my computer D:
CSFLOYD
February 22nd, 2008, 07:52 PM
http://img148.imageshack.us/img148/3398/h3arrendersk3.png
i restarted using plain and have much to do before this is complete.
edit: fixed up stuff +flashlight and less non planars (wich u cant see there are 2 left.
http://img206.imageshack.us/img206/1043/fpts9.png
?
OmegaDragon
February 22nd, 2008, 09:58 PM
I like the way it looks, but there is an unhappy face sitting near the front of the gun, and a group of them near the bottom of the ammo display.
CSFLOYD
February 22nd, 2008, 10:29 PM
http://img208.imageshack.us/img208/9729/halo3modelnewaa9.png
update?
Mass
February 23rd, 2008, 12:13 AM
Thanks for all the crit guys, I am happy to say, aside from the same temp textures, there have been some massive improvements, mainly on the detail and realism.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq6.jpg
Conveyer belt, HVAC, Wires, Catwalks, Pipes, and tanks have all been added. I think the detail is much better balanced although its obviously still a WIP.
I'm think I'm gonna keep the textures but break the monotony with creeping ivy and some battle damage.
SuperSunny
February 23rd, 2008, 12:16 AM
...Whoa :D
Ki11a_FTW
February 23rd, 2008, 12:27 AM
Thanks for all the crit guys, I am happy to say, aside from the same temp textures, there have been some massive improvements, mainly on the detail and realism.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq6.jpg
Conveyer belt, HVAC, Wires, Catwalks, Pipes, and tanks have all been added. I think the detail is much better balanced although its obviously still a WIP.
I'm think I'm gonna keep the textures but break the monotony with creeping ivy and some battle damage.
decent.
ima_from_America
February 23rd, 2008, 12:37 AM
Thanks for all the crit guys, I am happy to say, aside from the same temp textures, there have been some massive improvements, mainly on the detail and realism.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq6.jpg
Conveyer belt, HVAC, Wires, Catwalks, Pipes, and tanks have all been added. I think the detail is much better balanced although its obviously still a WIP.
I'm think I'm gonna keep the textures but break the monotony with creeping ivy and some battle damage.
Wow. I think we found the ark of the-- WAIT NO DON'T LOOK AT THE LIGHT!!!
jngrow
February 23rd, 2008, 12:45 AM
http://img208.imageshack.us/img208/9729/halo3modelnewaa9.png
update?
need moar angles, but lookin pretty hot imo
Btd69
February 23rd, 2008, 04:56 AM
Repeating an object several times.. GJ!
n00b1n8R
February 23rd, 2008, 06:08 AM
Thanks for all the crit guys, I am happy to say, aside from the same temp textures, there have been some massive improvements, mainly on the detail and realism.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq6.jpg
Conveyer belt, HVAC, Wires, Catwalks, Pipes, and tanks have all been added. I think the detail is much better balanced although its obviously still a WIP.
I'm think I'm gonna keep the textures but break the monotony with creeping ivy and some battle damage.
I'd tap that. WITH MY DICK!!
Sel
February 23rd, 2008, 09:34 AM
Awesome.
FTFY
PenGuin1362
February 23rd, 2008, 10:39 AM
lookin good mass, better get some awesome shaders on that once it's in game >_>
Con
February 23rd, 2008, 12:13 PM
I don't really like the black lines as Snaf said earlier.
CSFLOYD
February 23rd, 2008, 12:50 PM
http://img206.imageshack.us/img206/1043/fpts9.png
i finished i need a uvw unwrapper.
teh lag
February 23rd, 2008, 01:01 PM
http://img265.imageshack.us/img265/4268/sutffsqh3.png (http://imageshack.us)
i finished i need a uvw unwrapper.
How about fixing those spots first maybe?
chicane
February 23rd, 2008, 01:33 PM
The indentations into the gun look far to deep.
Thanks for all the crit guys, I am happy to say, aside from the same temp textures, there have been some massive improvements, mainly on the detail and realism.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/minehq6.jpg
Conveyer belt, HVAC, Wires, Catwalks, Pipes, and tanks have all been added. I think the detail is much better balanced although its obviously still a WIP.
I'm think I'm gonna keep the textures but break the monotony with creeping ivy and some battle damage.
This looks really cool, but a bit crowded. More angles please?
chicane
February 23rd, 2008, 01:35 PM
Woops double posted. I sorry. :(
CSFLOYD
February 23rd, 2008, 01:46 PM
now it doesnt matter i have to restart it cause something messed up and i cant go back.
http://img155.imageshack.us/img155/5786/whatthefuckvz4.jpg
i need those vert sthere to fix some stuff theyre not there so this ar is done for and will never move on.
the verts arent there but edges are so im restarting.
Choking Victim
February 23rd, 2008, 01:49 PM
go into vertex mode and click unhide all mb?
CSFLOYD
February 23rd, 2008, 01:55 PM
nope....
JUST KIDDING AWESOME
http://img177.imageshack.us/img177/7295/fixedsi0.jpg
the black thing that is still down there is the screw that is on the h3 rifle.
Geo
February 23rd, 2008, 02:39 PM
I decided to redo all the terrain on Sympathy. I have a bit more than what you see here. I will have a new render soon.
http://www.pxspot.com/px/source/u_20080223144119_added_tunnel.jpg
Con
February 23rd, 2008, 02:55 PM
I like
CSFLOYD
February 23rd, 2008, 03:01 PM
awesome i odnt see anything wrong wiht it so far ;)
Sel
February 23rd, 2008, 03:06 PM
I, love, you, mr Geo.
chicane
February 23rd, 2008, 05:39 PM
"You must spread some reputation around before giving it to geometricgeek again"
That looks really cool geo.
Sel
February 23rd, 2008, 06:52 PM
And here we have me practicing interiors, platforms, and the forerunner look.
And cliffs :U Which Im not that great at D:
http://i93.photobucket.com/albums/l42/selentic/thing-2.jpg
paintballakid5
February 23rd, 2008, 07:29 PM
thoughts?:)
http://i170.photobucket.com/albums/u264/paintballakid5/WOW_AMAZING_RENDER_G36C.jpg
p0lar_bear
February 23rd, 2008, 08:07 PM
This thread is for things that are going into or are already in Halo CE. Please post that in the offtopic thread.
hailstorm65
February 23rd, 2008, 08:12 PM
Selentic, that type of curved interior look dosent seem to fit well with forerunner look that you were trying to accomplish. Or at least in my opinion.
paintballakid5
February 23rd, 2008, 08:33 PM
This thread is for things that are going into or are already in Halo CE. Please post that in the offtopic thread.
It is going into Halo Ce.
SnaFuBAR
February 23rd, 2008, 09:05 PM
thoughts?:)
http://i170.photobucket.com/albums/u264/paintballakid5/WOW_AMAZING_RENDER_G36C.jpg
way too inaccurate. g36c's don't look like that. at all.yeah the silhouette is
ok, but everything about it is wrong. body, recieiver, stock, etc are all the wrong shape and your details are icorrectly shaped as well.
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.