View Full Version : Halo CE Gallery Thread (Redux!)
n00b1n8R
February 23rd, 2008, 09:09 PM
It can't be that bad, else you wouldn't know what it was meant to be. :downs:
chicane
February 23rd, 2008, 09:15 PM
Maybe he doesn't?
paintballakid5
February 23rd, 2008, 09:20 PM
i know what it is supposed to look like... it seems Semi accurate to me...
http://i170.photobucket.com/albums/u264/paintballakid5/WOW_AMAZING_RENDER_G36C.jpg
http://www.airsoftatlanta.com/images/echo1_g36c_jpg.jpg
http://www.airsoft-reviews.net/hkg36c.jpg
compared to.
http://i170.photobucket.com/albums/u264/paintballakid5/render_clay_g36.jpg
EDIT: i'm still adding Details..
SnaFuBAR
February 23rd, 2008, 10:34 PM
your receiver shape is wrong, the foregrip shape is wrong, the magazine well is fat, your stock is not shaped correctly, the pistol grip is a box, the ris is lol, the carry handle is not supposed to be a big fat extrusion, stock thickness is incorrect and would never function because the hinge is in the wrong spot. all i could bother myself to point out for now.
Sel
February 23rd, 2008, 10:53 PM
Heh, doesnt look bad to me, but then, Im not snaf :D
ima_from_America
February 23rd, 2008, 11:27 PM
But Halo is yet to see an FX-05.
Higuy
February 23rd, 2008, 11:28 PM
All I see is the grip thats wrong.. But ya I think but it looks pretty good so far.
Ive been practicing my modeling skills.:hyper: Ive been hyper latley as well =P
http://i238.photobucket.com/albums/ff260/showbizfluffy/Hi-1.jpg
yes.. I got the door idea from Selentic..
Jay2645
February 23rd, 2008, 11:35 PM
Looks meh.
Higuy
February 23rd, 2008, 11:37 PM
I now, But im not the best so I need to practice anyway.
Jay2645
February 24th, 2008, 03:11 AM
I made a concept for a little map I'm working on in Paint (Too lazy to use Photoshop and make a GOOD concept, and this works anyway):
http://i203.photobucket.com/albums/aa115/Jay2645/Hoth-Concept.jpg
I had the map ingame at one point, but I noticed several inaccuracies in the Rebel Base (I found my Star Wars Episode V the other day), so I went ahead and decided to add a couple areas, which lead to a complete redesign.
What do you think? (Of the layout of the map, not how crappy my concept is)
JDMFSeanP
February 24th, 2008, 04:12 AM
Looks way too small for AT AT at that scale BTH, they can like turn around and thats it.
Kinda lame how all the big things spawn like BOOM right there
SnaFuBAR
February 24th, 2008, 04:15 AM
i know what it is supposed to look like... it seems Semi accurate to me...
apparently if you think that's a good accuracy to the reference images, you DON'T know what it's supposed to look like. in fact, i KNOW you have no clue about the surfaces of that weapon. get multiple high res references of the model from different angles and note subtle surface curves. your model is a box.
Jay2645
February 24th, 2008, 04:51 AM
Looks way too small for AT AT at that scale BTH, they can like turn around and thats it.
Kinda lame how all the big things spawn like BOOM right there
Well, the way I saw it was if you have a base, you would fortify it with everything you have close by, and if you were assaulting said base, you would bring everything out in one spot, not put the AT-ATs all the way on the other side of the map, while putting the AT-STs a little bit closer, meaning the ground troops would have to walk to them. No, they would have them all together, in one spot. It makes no sense any other way.
And I promised everyone (Myself included) that I was NOT going to make another Coldsnap using Star Wars vehicles. If you are on foot, you will be able to make pretty good time across the map. I wanted my AT-ATs to scale, but I also wanted the elements that make a good map.
If the spawns mess with gameplay, I'll move them, but look at Blood Gulch. All the major vehicles spawn right by the bases.
Look at Yoyorast Island. Within 30 seconds of the base are the Ghosts, Warthogs, Rockets, and Shotguns. If you walk for 1 minute 30 seconds, you have another rocket, some ATVs, and a sniper. Easy access.
I didn't specify where I'd put the major weapons (Like the Blaster Cannon, my equivalent of the Rocket Launcher), but I won't put them all at the base or somewhere where everyone can get them easily. You will have to do a bit of work to get the big weapons, and while it IS vehicle-oriented, you can do a flag cap on foot if you use the trenches or the caves.
As for the AT-AT, it has INCREDIBLY slow turning speed. Anyone with half a brain can shoot at the back of the thing without being killed. In fact, that's one of my recommended strategies for killing it.
Hell, I'll post the vehicle's strengths and weaknesses, just for the hell of it. I spoilered it so people don't have to scroll as much:
AT-AT:
Pros:
Powerful
Hard to Kill
Cons:
Big
Slow
Snowspeeder:
Pros:
Fast
Maneuverable
Cons:
Weak Armor
Mediocre Weaponry
AT-ST:
Pros:
Fast
Somewhat hard to kill
Cons:
Short Range
Not very effective against vehicles
Turret:
Pros:
Good infantry killer.
Cons:
Sitting Duck to vehicles.
Anti-Armor Turret:
Pros:
Good vehicle killer.
Useful for taking out AT-ATs and AT-STs before they become a threat.
Cons:
Sitting duck to almost anything, as most of your body is exposed.
Small splash damage radius makes it ineffective against infantry.
Masterz1337
February 24th, 2008, 09:53 AM
TBH, it sitll doesn't sound like you know what you're doing. You might have not noticed, but every walker vehicle in CE ends up looking retarded once animated. Even Bungie removed the walking turrets from H1 for this reason. Hate to burst your bubble, but unless you want to have your walkers float along doing the moonwalk, then you wasted your time with these models.
S3anyBoy
February 24th, 2008, 10:19 AM
I made a concept for a little map I'm working on in Paint (Too lazy to use Photoshop and make a GOOD concept, and this works anyway):
http://i203.photobucket.com/albums/aa115/Jay2645/Hoth-Concept.jpg
It looks off, why not use the concept of the level from Battlefront 2, it was pretty accurate and more revealing than the movie.
Sel
February 24th, 2008, 11:47 AM
Started working on an interior to replace the half assed one I made for the main base before.
Here we has the fag flag room area.
http://i93.photobucket.com/albums/l42/selentic/inside-1.jpg
http://i93.photobucket.com/albums/l42/selentic/inside2.jpg
http://i93.photobucket.com/albums/l42/selentic/inside3.jpg
I know there are some bad UVs, and that monument ish thing at the back of the room will be made into a more interesting shape pretty soon.
S3anyBoy
February 24th, 2008, 11:54 AM
What's with the sentinel?
Sel
February 24th, 2008, 12:09 PM
What's with the sentinel?
Scale, and I was trying to get the floors to be dynamic mirrors, but I failed miserably :(
Choking Victim
February 24th, 2008, 12:21 PM
sapien doesn't render real time reflections properly. If it worked, you would see a rainbowish cubemap applied to the mirror (much like a corrupt cubemap kind of look). Also, about your model. If the flag is going in the center of that sunk-in floor under the sentinel, i feel like that could be a gameplay killer. Players would constantly forget to jump to get out, and even if they do jump, it leaves them in the air for about 1 second with a flag in their hands, totally vulnerable to an attack. I recommend making it easier to walk out of. Otherwise it looks quite nice :).
Sel
February 24th, 2008, 12:29 PM
sapien doesn't render real time reflections properly. If it worked, you would see a rainbowish cubemap applied to the mirror (much like a corrupt cubemap kind of look). Also, about your model. If the flag is going in the center of that sunk-in floor under the sentinel, i feel like that could be a gameplay killer. Players would constantly forget to jump to get out, and even if they do jump, it leaves them in the air for about 1 second with a flag in their hands, totally vulnerable to an attack. I recommend making it easier to walk out of. Otherwise it looks quite nice :).
Yeah I just stuck glass over that.
So I have to check reflections ingame since they dont appear in sapien?
Choking Victim
February 24th, 2008, 12:33 PM
well, for dynamic reflections, you open the shader_environment tag and check the dynamic mirror flag. After that, recompile your bsp jms file. Then check it either in sapien, or ingame (sapien will have the corrupt cubemap kind of look that i mentioned, ingame will be an actual real time reflection.)
paintballakid5
February 24th, 2008, 05:30 PM
apparently if you think that's a good accuracy to the reference images, you DON'T know what it's supposed to look like. in fact, i KNOW you have no clue about the surfaces of that weapon. get multiple high res references of the model from different angles and note subtle surface curves. your model is a box.
ok umm first off the Rise is not a giant extrusion. it is a seperate plane.
the foregrip is a little off.
the Magazine isn't fat enough... compare it to the Ref_picture.
the pistol grip i will agree on. i need re-do that part.(i never liked it from the beggining)
and i do realise the stock is to thick. i'm not done with this model, i'm still adding stuff.
hailstorm65
February 24th, 2008, 09:31 PM
Pretty nice S-Lazer there HaloDoan.
SnaFuBAR
February 25th, 2008, 02:07 AM
ok umm first off the Rise is not a giant extrusion. it is a seperate plane.
the foregrip is a little off.
the Magazine isn't fat enough... compare it to the Ref_picture.
the pistol grip i will agree on. i need re-do that part.(i never liked it from the beggining)
and i do realise the stock is to thick. i'm not done with this model, i'm still adding stuff.
it's not called a rise, it's called a carry handle. and i mean width wise, not height. look carefully at the way the thing is actually made, you're not doing it right. the foregrip is WAY off. i never said anything about the magazine, i said the magazine WELL, the part you insert the magazine into.
get more references, your model is poor. you can defend your model all you want, but with your untrained eyes, you're wrong, period. end of story. if you don't want to take the constructive crit and stay mediocre, that's fine.
paintballakid5
February 25th, 2008, 11:31 AM
it's not called a rise, it's called a carry handle. and i mean width wise, not height. look carefully at the way the thing is actually made, you're not doing it right. the foregrip is WAY off. i never said anything about the magazine, i said the magazine WELL, the part you insert the magazine into.
get more references, your model is poor. you can defend your model all you want, but with your untrained eyes, you're wrong, period. end of story. if you don't want to take the constructive crit and stay mediocre, that's fine.
i'm taking Constructive crit. ans yes now i realise alot of stuff is wrong, so i'm fixing those errors.... thanks Snaf.
malolo420
February 25th, 2008, 04:37 PM
http://i221.photobucket.com/albums/dd189/malolo420/Project%20Overdose/crossfire.png
Ki11a_FTW
February 25th, 2008, 04:38 PM
teeheehee i have a pic from that to ;)http://img403.imageshack.us/img403/3202/odcrossfireto7.jpg
fyi most of it isnt textured yet
(http://imageshack.us)
PenGuin1362
February 25th, 2008, 04:50 PM
http://i221.photobucket.com/albums/dd189/malolo420/Project%20Overdose/crossfire.png
crossfire mb? >_> gun model is eewww, but map looks interesting. not ripped i assume if it is crossfire?
malolo420
February 25th, 2008, 05:01 PM
yes crossfire, no it isnt ripped.
MNC
February 25th, 2008, 05:16 PM
nice hitboxes. I really don't know anything about that, but I'm guessing the models aren't centered properly? Anyway, it looks nice, something completely different on the halo engine.
PenGuin1362
February 25th, 2008, 05:33 PM
cool :)
Disaster
February 25th, 2008, 07:46 PM
Malolo, I really wish I could see my Uzi or smoke grenade in there. WINK WINK. It even goes along with the COD4 theme.
Pyong Kawaguchi
February 25th, 2008, 09:59 PM
Ew crossfire,
Played way too much
Needs moar vacant imqho..
ima_from_America
February 26th, 2008, 04:35 PM
I wants meh crash.
n00b1n8R
February 26th, 2008, 05:18 PM
What map is that Malo?
Geo
February 26th, 2008, 06:30 PM
More terrain people!! Sympathy is coming along. It doesn't show it very well in the pic, but the ground is quite hilly, about as hilly as highground.
http://www.pxspot.com/px/source/u_20080226183325_turrets_too_____yay___.jpg
BobtheGreatII
February 26th, 2008, 06:31 PM
Oh wow, I really like it actually.
paintballakid5
February 26th, 2008, 06:34 PM
ok, still not done, still adding a bunch of details, but heres where i am so far.:)
bipod is not final, still need to re-do the pistol grip, i need to re-do the thing that holds the flashlight on, theres a few non-planars, i made the stock a fixed stock non-folding, and thats about it.
anything else i missed?
http://i170.photobucket.com/albums/u264/paintballakid5/g36c.jpg
Disaster
February 26th, 2008, 06:35 PM
Too many rocks and the circular indention with the boulder hanging out of it looks unnatural, but it still looks very good. I spy lots of improvment from the old cliffs in this map
Sel
February 26th, 2008, 06:48 PM
More terrain people!! It doesn't show it very well in the pic, but the ground is quite hilly, about as hilly as highground.
http://www.pxspot.com/px/source/u_20080226183325_turrets_too_____yay___.jpg
Looks beautiful :o
Also, I dont see anything wrong with the circular rock, it may not be formed naturally, but theres no reason why it couldnt.
Huero
February 26th, 2008, 06:52 PM
Ew crossfire,
Played way too much
Needs moar shipment imnsho..
fixed
SnaFuBAR
February 26th, 2008, 08:10 PM
ok, still not done, still adding a bunch of details, but heres where i am so far.:)
why are you detailing when you haven't resolved the problems at all? :fail:
Jay2645
February 26th, 2008, 08:39 PM
why are you detailing when you haven't resolved the problems at all? :fail:
Agreed.
PenGuin1362
February 26th, 2008, 10:08 PM
M60E4 Mk43 mod.
Trijicon ACOG Scope, AN/PEQ-2, MAKO Pistol Grip. 9,404 tris.
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4ACOG.jpg
SU-231/PEQ (M553) EOTech, AN/PEQ-2, MAKO Pistol Grip. 9,004 tris.
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4EOTech.jpg
Base model (without any of the above attachments)
6,461 tris
Few minor errors here and there still to fix.
Geo
February 26th, 2008, 10:38 PM
Beautiful work. All I can see thats wrong is an error in the butt of the gun.
Anton
February 26th, 2008, 11:53 PM
Looks sexy peng. :]
il Duce Primo
February 27th, 2008, 12:03 AM
The desighn of the gun if it is real or not. On how the site is mounted. Seems like it would get a little inaccurate everytime because you move the scope placement everytime you have to open it up to feed in a new I don't know what to call it but the clip thing.
SnaFuBAR
February 27th, 2008, 12:13 AM
well, the cover snaps in the same spot every time, so the scope placement does not ever change. no big deal. besides that, it's not a precision weapon. the low magnification scope in this case would serve to increase the range of cover fire.
e: you could do with a larger render to be honest. it would really show the details well.
PenGuin1362
February 27th, 2008, 01:10 AM
yea i gotta get twinkie a render so i'll post a larger one here too. also this is a real design. it's the mk43 mod...thus the reason i put the name there >_>.
Sel
February 27th, 2008, 07:24 AM
Nice work Penguin, looks really nice.
il Duce Primo
February 27th, 2008, 03:09 PM
Yea I was just wondering because it doesn't seem like a well desighn but I guess it is because it's not used all that much for accuracy just getting as many bullets out at a time.
Leiukemia
February 27th, 2008, 03:37 PM
Yea I was just wondering because it doesn't seem like a well desighn but I guess it is because it's not used all that much for accuracy just getting as many bullets out at a time.
It's obvious you don't know much if anything about guns. You didn't even know it was a real gun, how could you possibly judge the design?
malolo420
February 27th, 2008, 03:47 PM
nice hitboxes. I really don't know anything about that, but I'm guessing the models aren't centered properly? Anyway, it looks nice, something completely different on the halo engine.
no its centered but I added autoaim for client, still needs to be re-rigged though (arms, waist and left hand is fucked).
Ew crossfire,
Played way too much
Needs moar vacant imqho..
But crossfires my fave :(
What map is that Malo?
Crossfire
Ew crossfire,
Played way too much
Needs moar shipment imnsho..
fixed
There might be shipment actually, disaster volenteered to model it lol.
Malolo, I really wish I could see my Uzi or smoke grenade in there. WINK WINK. It even goes along with the COD4 theme.
They are, all textured and tagged too. Now all they need is animations.
il Duce Primo
February 27th, 2008, 04:07 PM
It's obvious you don't know much if anything about guns. You didn't even know it was a real gun, how could you possibly judge the design?
My point was that since the site moves everytime you open it the site becomes innacurate. That is what I was saying. I do know somewhat about guns. I may not know every gun but I sure the hell know the basic desighn of guns because my dead's hobby is guns and he builds them and has taught me some. So yea the site would get innaccurate so all I was saying is that it's a bad desighn like that. But it really doesn't make much of a difference just the desighn could be tweaked.
And when did I say it was not a real gun? I believed that it was a gun when he said the name of it.
PenGuin1362
February 27th, 2008, 04:31 PM
the sight may become uncalibrated but only very slightly due to movement of the scope itself, the actual receiver cover moving will not throw the sight off, it locks in place therefore it can't change position each time. not to mention this is not a precision weapon so the scope being off by a bit won't matter anyway.
But crossfires my fave :(woo hf! o/
but needs better weapon models :<
There might be shipment actually, disaster volenteered to model it lol.
hell i'll model it, that's like a 2 hour job -_- and most of that work is creating all the scenery. no i won't really model it. but maybe if i get some spare time (which doesn't happen often)
paintballakid5
February 27th, 2008, 06:09 PM
hey penguin, whats the poly/vert count on that?
btw nice job:)
PenGuin1362
February 27th, 2008, 08:26 PM
read the post, has the triangle count.
Geo
February 27th, 2008, 10:28 PM
I finished John-177 (name I gave the biped) Yes I know there is a triangulation error in the lower chest.
Don't Forget to Zoom in! :)
http://www.pxspot.com/px/source/u_20080227164001_john_117.jpg
thehoodedsmack
February 27th, 2008, 10:32 PM
I finished
+
Yes I know there is a triangulation error in the lower chest.
= contradiction!
On the other hand, it looks quite nice. The hands look like he's been playing Guitar Hero for a few hours, but perhaps that's the preferred standard position for animating.
Edit: I see, it's for the gun handle.
Geo
February 27th, 2008, 10:33 PM
Right you are sir.
paintballakid5
February 28th, 2008, 01:31 AM
read the post, has the triangle count.
hey, i didn't see that before...:D
thats a pretty good poly count... great job!:)
ima_from_America
February 28th, 2008, 08:08 AM
I will asplode if i don't gets mah crash.
also, that cyborg wins half a cookie.
Sel
February 28th, 2008, 08:16 AM
I finished John-177 (name I gave the biped) Yes I know there is a triangulation error in the lower chest.
Don't Forget to Zoom in! :)
http://www.pxspot.com/px/source/u_20080227164001_john_117.jpg
You are so :3
Geo
February 28th, 2008, 10:14 AM
I will asplode if i don't gets mah crash.
also, that cyborg wins half a cookie. Wheres my other half!! :mad:
Oh and if people are thinking its to high poly, I have LOD's made for this bad boy too.
PenGuin1362
February 28th, 2008, 12:35 PM
I finished John-177 (name I gave the biped) Yes I know there is a triangulation error in the lower chest.
Don't Forget to Zoom in! :)
http://www.pxspot.com/px/source/u_20080227164001_john_117.jpg
my god fix the hands O_o, forearms are also very bland. if you would be so kind to post a wireframe and a triangle count. rest looks pretty good.
SuperSunny
February 28th, 2008, 04:23 PM
my god fix the hands O_o, forearms are also very bland. if you would be so kind to post a wireframe and a triangle count. rest looks pretty good.
I think the hands on most of the chiefs that have been modeled (like Bungie's) are actually like that. It's designed for animating properly with holding a gun, etc.
Forearms do need a bit of an improvement. I'd like to see it textured :P
Geo
February 28th, 2008, 04:53 PM
Ya the hands are actually supposed to be that way. If you look at any of the other bipeds made by bungie, they are all like that. And ya I'm thinking of giving the forearms more detail, and then hopefully just using those as the fp model since they are detailed enough.
PenGuin1362
February 28th, 2008, 05:04 PM
didn't mean the way they're positioned i mean geometrically they look wrong.
teh lag
February 28th, 2008, 06:06 PM
I finished John-177 (name I gave the biped) Yes I know there is a triangulation error in the lower chest.
Don't Forget to Zoom in! :)
http://www.pxspot.com/px/source/u_20080227164001_john_117.jpg
I still say the shoulders are positioned funny. They seem a bit too high up. Front-on render for a better view mb? Otherwise it seems very good.
Geo
February 28th, 2008, 06:27 PM
http://www.pxspot.com/px/source/u_20080228183157_front_render_john117.jpg
SnaFuBAR
February 28th, 2008, 06:44 PM
woah, those shoulders are NASTY.
Bad Waffle
February 28th, 2008, 07:01 PM
ok, still not done, still adding a bunch of details, but heres where i am so far.:)
bipod is not final, still need to re-do the pistol grip, i need to re-do the thing that holds the flashlight on, theres a few non-planars, i made the stock a fixed stock non-folding, and thats about it.
anything else i missed?
http://i170.photobucket.com/albums/u264/paintballakid5/g36c.jpg
Redo the gun, this time look at references to see how to properly set up the bipod, the barrel, the RIS, remove the front ironsight because you have a scope attachment, get rid of the retarded bevels by the mag load, fix the carrying handle, fix the off-center stock hinge, fix the bolt, the scope's base, fix the handle, remove the small push screws that you just tossed onto the model. It's alright i suppose, for about half a year of modelling experience.
I finished John-177 (name I gave the biped) Yes I know there is a triangulation error in the lower chest.
Don't Forget to Zoom in! :)
http://www.pxspot.com/px/source/u_20080227164001_john_117.jpg
you arent done, you need to show wireframes so we can check the edgeflow. If you didnt do it correctly, then the joints will not bend correctly. You also need to finish the forearms, and move the shoulders to a less strained position. It looks like you took time doing the legs and then as you proceeded you started getting extremely sloppy and lazy.
Kiwibird
February 28th, 2008, 11:42 PM
I'm making an Arwing from Star Fox. I plan to make a Star Fox themed map. Still have a lot left to do on this model.
http://i13.photobucket.com/albums/a269/DarthKiwibird/arwingrender.jpg
Also, I use Blender for most modeling, but I've been trying to get better at 3Ds Max modeling (which this model was made in) and I don't know how to render it well. Is there a tutorial that one of you made for that?
Leiukemia
February 29th, 2008, 12:11 AM
WOL has one, I can't remember what topic name is. I made one too. His is better, a little more advanced too. Here's mine, I'm sure he'll post a link for his too. Also, scrap that model, it's not worth saving. http://www.h2vista.net/forums/showthread.php?t=3801
Geo
February 29th, 2008, 12:51 PM
you arent done, you need to show wireframes so we can check the edgeflow. If you didnt do it correctly, then the joints will not bend correctly. You also need to finish the forearms, and move the shoulders to a less strained position. It looks like you took time doing the legs and then as you proceeded you started getting extremely sloppy and lazy.
Alright, thank you for the advice. Ya it does need more work, and its already rigged and works fine so the edgeflow is fine in the joints.
Disaster
February 29th, 2008, 08:42 PM
I like it really except for the arms. They are done sloppily.
Bad Waffle
February 29th, 2008, 10:49 PM
WOL has one, I can't remember what topic name is. I made one too. His is better, a little more advanced too. Here's mine, I'm sure he'll post a link for his too. Also, scrap that model, it's not worth saving. http://www.h2vista.net/forums/showthread.php?t=3801
http://www.h2vista.net/forums/showthread.php?t=6173
http://img517.imageshack.us/img517/4121/234234ja5.gif
CSFLOYD
March 1st, 2008, 09:51 AM
http://www.imageposter.com/storage/t68/95698ar_smoothed.jpg (http://www.imageposter.com/uploads/get/277075)
well ive been working on my ar got it smoothed and ingame and stuff.
i just cant unwrap the uvw.
Martini-562
March 1st, 2008, 10:12 AM
Looks nice, can you give us a look from FP? I want to see how the ammo counter looks like.
Btw look at the part below the grip, handle or whatever you call it where you put your trigger hand. It doesnt look to good, too 'sharp' or angely.
CSFLOYD
March 1st, 2008, 10:17 AM
k but im not a good postiner brb ima get a render.
http://www.imageposter.com/storage/t68/42154gp.jpg (http://www.imageposter.com/uploads/get/277137)
k im gonna record a video of it ingame expect a link soon.
if u wanna see old video then: http://www.youtube.com/watch?v=Jcdi9_jd9iM thx to invader for getting it in :D
Con
March 1st, 2008, 01:24 PM
http://images.wikia.com/halo/images/thumb/2/25/Through_the_Eyes_of_the_Chief.jpg/800px-Through_the_Eyes_of_the_Chief.jpg
See the differences?
TPE
March 1st, 2008, 01:27 PM
There is too many errors and bad edges around the HUD area. Front of it looks like its almost poking outward. Needs some work but looks pretty decent for a WIP.
CSFLOYD
March 1st, 2008, 01:30 PM
in the postition or model? if podition then idk thats not whhat it will look like ingame.
PenGuin1362
March 1st, 2008, 02:19 PM
in the postition or model? if podition then idk thats not whhat it will look like ingame.
what? no we're talking about the model itself. it's inaccurate, poorly done, way to many errors, smoothing errors, lack of smoothing
paintballakid5
March 1st, 2008, 08:59 PM
it's still a WIP, he sends it to me and i Smooth it. he's one of our modelers in CH3MT.
PenGuin1362
March 1st, 2008, 09:28 PM
that makes no sense, part of being able to model requires you know how to properly apply smoothing groups and that still doesn't fix the other large amount of errors
Con
March 1st, 2008, 09:47 PM
that makes no sense, part of being able to model requires you know how to properly apply smoothing groups and that still doesn't fix the other large amount of errors
.
CSFLOYD
March 1st, 2008, 09:47 PM
that makes no sense, part of being able to model requires you know how to properly apply smoothing groups and that still doesn't fix the other large amount of errors
well there all fixed and im skinning it now.
Con
March 1st, 2008, 09:48 PM
post a pic, I don't trust your word that it's "all fixed"
CSFLOYD
March 1st, 2008, 10:01 PM
i have a video of it ingame the quality got raped in the ass cause off windows movie maker. the only thing wrong is that it needs to be reskkineed and reunwrapped cause i suck at unwrapping. if any1 can help me unwrap ask ill send u model.
http://www.youtube.com/watch?v=sA9QqGWtkHQ
PenGuin1362
March 1st, 2008, 11:09 PM
we want a render, not a video of some crappy animations with some black weapon which i can barely tell is an assault rifle.
CSFLOYD
March 1st, 2008, 11:11 PM
too late deleted the bitmaps cause it sucked balls. =P i still have render but..
PenGuin1362
March 1st, 2008, 11:14 PM
...what? do you even know what the fuck i'm talking about?
Let me make as clear as can be
open 3ds max
open your model
add some lights
press f10
click 800x600
then click render.
paintballakid5
March 2nd, 2008, 12:04 AM
he's our assistant modeler. he is still learning all the tricks of the Trade.:)
i haven't spoken to him in awhile, i've been busy. so hopefully pretty soon here i will get back into the Game...
@ CSFLOYD: what Spiker is that in the video?
CSFLOYD
March 2nd, 2008, 12:30 AM
i was testing with invader veex he got my ar ingame and stuff
chicane
March 2nd, 2008, 12:33 AM
i have a video of it ingame the quality got raped in the ass cause off windows movie maker. the only thing wrong is that it needs to be reskkineed and reunwrapped cause i suck at unwrapping. if any1 can help me unwrap ask ill send u model.
http://www.youtube.com/watch?v=sA9QqGWtkHQ
When I first saw those animations I looked at them objectively, assuming they were made by a beginner, but when I saw the shotgun that changed. You do know that you shouldn't hold a rifle with your face right?
CSFLOYD
March 2nd, 2008, 12:35 AM
When I first saw those animations I looked at them objectively, assuming they were made by a beginner, but when I saw the shotgun that changed. You do know that you shouldn't hold a rifle with your face right?
they arent my animation that map is a test map not all of them are gonna be hallo 3 in that map.
CSFLOYD
March 2nd, 2008, 12:40 AM
...what? do you even know what the fuck i'm talking about?
Let me make as clear as can be
open 3ds max
open your model
add some lights
press f10
click 800x600
then click render.
http://img212.imageshack.us/img212/6315/uaregayrc4.jpg
PenGuin1362
March 2nd, 2008, 12:49 AM
jesus christ about time you caught on.
still smoothing errors/lack of smoothing. bolt is horrid i doesn't even resemble the bolt. magazine area/magazine looks messed and for a gun with a bull pump design the area around the handle and magazine needs more detail.
Invader Veex
March 2nd, 2008, 01:27 AM
the animations for everything are all noting but tests + stuff. The only "complete" animations are the sniper. and those lack to much detail.
Warningshot3
March 2nd, 2008, 10:32 AM
just a quick question to anyone who knows.
is it worth using the edit normals modifier to fix some errors that smoothing groups (the numbers 1-32 thing) can create?
and does it even export changes done with the edit normals modifier?
CSFLOYD
March 2nd, 2008, 01:09 PM
well i hope this pleases yall im almost done too there are 1501 polies.
yes i know there are smoothing errors but i cant smooth only model.
http://img137.imageshack.us/img137/2289/hereyougojt3.jpg
SL1CK1337
March 2nd, 2008, 01:12 PM
That handle looks too wide at the back.
Sel
March 2nd, 2008, 01:16 PM
That handle looks too wide at the back.
Looks fine to me, thats very nice work there.
Cant wait to see that ingame.
Warningshot3
March 2nd, 2008, 01:17 PM
yeah i agree way to wide. you should download the ghosts gbxmodel importer and get the basic sizes of the ar from the original ar.
http://ghost.halomaps.org/bluestreak/gbxmodel/
http://img134.imageshack.us/img134/4877/haloarnc3.jpg
CSFLOYD
March 2nd, 2008, 01:34 PM
there are diffrences in h3 and h1 sizes correct me if im wrong.
but it was a little wide i made it skinnier.
edit: btw that is the 3p model.
Warningshot3
March 2nd, 2008, 01:50 PM
yeah but not much.
i hope you done something like this to help create the ar.
http://img57.imageshack.us/img57/6770/halo3arokmatesk4.jpg
CSFLOYD
March 2nd, 2008, 01:51 PM
wow thx.
edit: lol theres a marathon symbol at the back of the gun :D.
PenGuin1362
March 2nd, 2008, 03:47 PM
hey cool nice references :) i may have to go make my own >_>
there are diffrences in h3 and h1 sizes correct me if im wrong.
but it was a little wide i made it skinnier.
edit: btw that is the 3p model.
doesn't matter, still too wide.
CSFLOYD
March 2nd, 2008, 04:28 PM
http://img513.imageshack.us/img513/7332/hereyougogv5.jpg
Warningshot3
March 2nd, 2008, 04:39 PM
looking sweet. i cant wait :)
Edit: someone needs to do the h3 shotgun. if only there was a way to make the sights glow when in a dark room.
Tweek
March 2nd, 2008, 05:33 PM
that's frighteningly easy to do, both in max, and halo
CSFLOYD
March 2nd, 2008, 05:44 PM
looking sweet. i cant wait :)
Edit: someone needs to do the h3 shotgun. if only there was a way to make the sights glow when in a dark room.
how?
Warningshot3
March 2nd, 2008, 05:49 PM
does halo ce even have bloom?
edit: and i didnt mean self illumination.
CSFLOYD
March 2nd, 2008, 05:59 PM
http://img147.imageshack.us/img147/3169/almostdonehu8.jpg
i dont think it has bloom.
Roostervier
March 2nd, 2008, 06:09 PM
does halo ce even have bloom?
edit: and i didnt mean self illumination.You could just place semi-weak dynamic lights with "fake" bloom through use of markers. <_<
Also, the flashlight on the ar is too boxy, make it more cylindrical.
CSFLOYD
March 2nd, 2008, 06:21 PM
You could just place semi-weak dynamic lights with "fake" bloom through use of markers. <_<
Also, the flashlight on the ar is too boxy, make it more cylindrical.
anything else to improve it?
http://img153.imageshack.us/img153/8972/fixedkw6.jpg
PenGuin1362
March 2nd, 2008, 06:26 PM
yes, make the fucking handle thiner! god damn.
CSFLOYD
March 2nd, 2008, 06:29 PM
omg its been like this since i said i made it thinner and i think this is thin enough.
http://img147.imageshack.us/img147/1946/omgpenguinfuckyoufc3.jpg
PenGuin1362
March 2nd, 2008, 06:31 PM
omg its been like this since i said i made it thinner and i think this is thin enough.
exactly why i said make it thiner, it looks too thick and would be awkward to animate. not to mention looks bad. what you think is irrelevant.
NuggetWarmer
March 2nd, 2008, 06:33 PM
omg its been like this since i said i made it thinner and i think this is thin enough.
http://img147.imageshack.us/img147/1946/omgpenguinfuckyoufc3.jpg
You gotcherself a bad weld there. :U
SnaFuBAR
March 2nd, 2008, 06:40 PM
too fat. i don't know why you would try to reference halo 3 when the grip on the h3 ar is NOT that fat. if the fact of the matter is that it's too fat, then why does what you think carry any weight? if you're wrong, you're wrong.
CSFLOYD
March 2nd, 2008, 06:42 PM
exactly why i said make it thiner, it looks too thick and would be awkward to animate. not to mention looks bad. what you think is irrelevant.
what you think is irrelevant
PenGuin1362
March 2nd, 2008, 06:44 PM
Excuse me sir, until you can pull shit like this out of your ass
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4EOTech.jpg
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4ACOG.jpg
don't you tell me i my advice is irrelevant.
I'm trying to tell you what to fix. Don't want our help? Then don't post your work here.
CSFLOYD
March 2nd, 2008, 06:47 PM
http://img147.imageshack.us/img147/4931/omgpenguinfuckyoudumbasrk3.jpgwell thats as thin as im gonna make it.:P
PenGuin1362
March 2nd, 2008, 06:49 PM
you made a small detail thiner, not the handle. the entire handle needs to be thiner. that looks like a decent width for the whole thing but i can't tell with the handle still normal size.
CSFLOYD
March 2nd, 2008, 06:56 PM
http://img85.imageshack.us/img85/4052/doneyg1.jpg
i did make it thiner
Huero
March 2nd, 2008, 07:06 PM
guys next time you argue about how thin a gun is
it's thinner
Monopoly
March 2nd, 2008, 07:25 PM
Excuse me sir, until you can pull shit like this out of your ass
http://theithacan.org/blogs/collegeave/files/2007/11/poop.gif
don't you tell me i my advice is irrelevant.
I'm trying to tell you what to fix. Don't want our help? Then don't post your work here.
WHY :gonk:
Also, I think what he meant was "What do you think is irrelevant?"
PenGuin1362
March 2nd, 2008, 09:11 PM
:cool:
p0lar_bear
March 3rd, 2008, 02:32 AM
Thread is teetering on the brink of permalock. Fortunately for you guys, this time it wasn't a full-out tangent.
Follow the thread rules.
Btd69
March 3rd, 2008, 08:26 AM
Fuck off polar.
Btd69
March 3rd, 2008, 08:27 AM
Excuse me sir, until you can pull shit like this out of your ass
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4EOTech.jpg
http://img.photobucket.com/albums/v721/PenGuin1362/M60E4ACOG.jpg
don't you tell me i my advice is irrelevant.
I'm trying to tell you what to fix. Don't want our help? Then don't post your work here.
What the fuck are you doing posting that?
Invader Veex
March 3rd, 2008, 09:16 AM
AR model by CSFLOYD most recently sent to me...
I added working display and uvw'd and textured for 30 seconds.
fail uvws + textures ftw
http://img515.imageshack.us/img515/1255/ards7.jpg
Warningshot3
March 3rd, 2008, 11:24 AM
its the MA5C Rifle with larger display for vision impaired Spartans. /joke
there is something odd looking about the bolt handle thing or whatever its called.
Scooby Doo
March 3rd, 2008, 04:58 PM
well...i found some of my old work. LOLZ
http://img.photobucket.com/albums/v450/OxYgEnOsIs/Halo2ATV.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/H2-Boat.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/halo_sword.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/double-smg.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/new-covie.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/hybridius.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/da-rifle.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/santuary-base06.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/skinned002.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/base12.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/beta01.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/005.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/gun-009.jpg
http://img.photobucket.com/albums/v450/OxYgEnOsIs/baretta-002.jpg
http://i39.photobucket.com/albums/e189/Scooby_Doo_Dog/Hawk-Falcon-001.jpg
http://i39.photobucket.com/albums/e189/Scooby_Doo_Dog/scene3-preview03.jpg
http://i39.photobucket.com/albums/e189/Scooby_Doo_Dog/smg_d-04.jpg
http://smg.photobucket.com/albums/v450/OxYgEnOsIs/?action=view¤t=Desolate_beta-006.jpg
i thought it was pretty cool, anyone else stumble across some old work?
~Scoob
Tweek
March 3rd, 2008, 05:17 PM
one word.
Tweekgulch.
anyone having played it agrees.
best. map. ever.
S3anyBoy
March 3rd, 2008, 05:19 PM
Some of that stuff is actually pretty good.
MMFSdjw
March 3rd, 2008, 05:25 PM
I remember alot of that stuff when you posted it, however long ago that was. Still looks good too.
chicane
March 3rd, 2008, 07:20 PM
AR model by CSFLOYD most recently sent to me...
I added working display and uvw'd and textured for 30 seconds.
fail uvws + textures ftw
http://img515.imageshack.us/img515/1255/ards7.jpg
That origin looks pretty good if your copying h3, except the finger is a bit twisted. post some renders next time.
p0lar_bear
March 4th, 2008, 04:55 AM
Due to a flood of complaints, let me clarify something:
"Irritating Post" infractions in this thread do not necessarily mean that the post was irritating. Read the first post (http://www.h2vista.net/forums/showpost.php?p=211511&postcount=1) in this thread:
Violations of these rules WILL be slapped with an "Irritating Post" infraction (1 point, 14 days to decay).
I pick that infraction because it is the most basic of them; it's only 1 point and it disappears faster than any of the others. I don't rename it upon giving it simply because I can't be assed to, especially when I'm giving them out as frequently as I am in here (though I wish I wasn't).
If this would like to be discussed further, PM me. Don't reply directly to this post.
can I edit it instead then :downs:?
paintballakid5
March 4th, 2008, 12:12 PM
ok we'll keep it under control p0lar.:D
but umm here is some stuff i've been working on.. just a lil bit of coolness to show off to everyone...
BTW the textures on the back of the Spiker are kinda fugly, but it's getting better.:)
http://i170.photobucket.com/albums/u264/paintballakid5/spiker-2.jpg
MMFSdjw
March 4th, 2008, 01:33 PM
The textures on the barrel/round part there are very nice.
paintballakid5
March 4th, 2008, 01:47 PM
thanks... could i get some constructive Crit from people?:)
CrAsHOvErRide
March 4th, 2008, 02:33 PM
Cubemap on blades I hope. ^^
paintballakid5
March 4th, 2008, 02:45 PM
umm no, just Textured and UVW'd on there.
Scooby Doo
March 4th, 2008, 03:11 PM
any 3p pics to help us crit it? but...to me it looks a little smooshed vertically. also, work on the darks/lights of the metal so it matches the actual spiker more, and just work on the texture in general. not bad though, looks pretty good. just need some good animations now...
~Scoob
NuggetWarmer
March 4th, 2008, 06:32 PM
The texture looks like our (H3MT's) old spiker texture. :( Which, by the way, was ew.
chicane
March 4th, 2008, 07:17 PM
The FP model looks a little bit small. Remember, the gun is basically rifle size. Also, finger placement needs some work. Try to get as little clipping as possible.
Warningshot3
March 4th, 2008, 07:32 PM
use photoshop and overlay a fp pic of the h3 spiker in h3 and your spiker in halo ce and you can see the differences easy
you will need both pics to be the same size and aspect ratio.
Gwunty
March 4th, 2008, 08:28 PM
The texture looks like our (H3MT's) old spiker texture. :( Which, by the way, was ew.
Yes it strangely dose...*twirls fake mustache and sqinches eyes*
NuggetWarmer
March 4th, 2008, 10:45 PM
Forgot to post this here.
http://i164.photobucket.com/albums/u27/foxymccloud/SecurityFinal.jpg
Some things on it have been fixed, by the way. Oh, and why does everyone think the neck is the helmet's? :( It's my scale dummy's.
LinkandKvel
March 4th, 2008, 10:48 PM
OMG MY FAVORITE HELMET PERM!!! +REP
Zanarkand
March 4th, 2008, 11:24 PM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
http://i125.photobucket.com/albums/p70/bman12_2006/1or2.jpg
BTW Nugget great helmet, well guys Ill be back on later time to sleep. GLTA
Longshot
March 5th, 2008, 12:03 AM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
Hmm, I prefer the second one, it's a tad more bright than the first.
Sever
March 5th, 2008, 12:08 AM
If the map is more of a fast-paced combat arena-type map, use the first one, whereas if you want it to have a slower paced and more strategic game, use the second one. You don't want the backdrop to draw too much attention to itself when you want the players to be solely focussed on their targets.
chicane
March 5th, 2008, 12:09 AM
The first one has a more "buried under dust" feel to it. I like the second one better.
also:
use photoshop and overlay a fp pic of the h3 spiker in h3 and your spiker in halo ce and you can see the differences easy
you will need both pics to be the same size and aspect ratio.
NOOO don't do that unless you want it to look exactly like H3, in which case the gun will aim below the reticle.
Masterz1337
March 5th, 2008, 12:09 AM
that's frighteningly easy to do, both in max, and halo
IIRC we tried to do it to the MPV1 shotty, but halo hates more than 3 2 lens flares on a FP model.
Masterz1337
March 5th, 2008, 12:10 AM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
http://i125.photobucket.com/albums/p70/bman12_2006/1or2.jpg
BTW Nugget great helmet, well guys Ill be back on later time to sleep. GLTA
EDit: You didn't make it? no kuddos for you.
ExAm
March 5th, 2008, 12:19 AM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
http://i125.photobucket.com/albums/p70/bman12_2006/1or2.jpg
BTW Nugget great helmet, well guys Ill be back on later time to sleep. GLTAThe second one. It actually looks like something I could swing a pickax at. Nice job.
SnaFuBAR
March 5th, 2008, 01:24 AM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
i could swear you're a terror(no)more duplicate account. never-the-less, mediocre texture. one of the simple ones from pixel2life.com
Higuy
March 5th, 2008, 01:59 AM
Um..
The cliffs are stil being worked on by Disaster for this project and the small little base in the middle was done really quicly so I dont know if I should keep it.
http://i238.photobucket.com/albums/ff260/showbizfluffy/pwnage-3.jpg
Kalub
March 5th, 2008, 02:01 AM
Detail and sculpt it! :D
Lateksi
March 5th, 2008, 02:07 AM
http://img214.imageshack.us/img214/2672/haloce2008030422230297zb2.th.png (http://img214.imageshack.us/my.php?image=haloce2008030422230297zb2.png)
Will there be a final version of Chronopolis?
Tweek
March 5th, 2008, 02:16 AM
Hi, I have been working on this texture for my map I am currently working on. Well I was just wondering which one you all would prefer more?
http://i125.photobucket.com/albums/p70/bman12_2006/1or2.jpg
BTW Nugget great helmet, well guys Ill be back on later time to sleep. GLTA
both are terrible textures.
you've stuffed them woth depth information, and light information, and even specular information! when there's supposed to be nothing more than colour information.
let the ENGINE do the lighting
theres bumpmaps etc for a reason.
MMFSdjw
March 5th, 2008, 04:15 AM
tweek is very correct, they are both great textures for older games. however, they can still be good in CE since it won't show bumps without dynamic lighting. but that is an important thing to be mindful of when making textures.
Zanarkand
March 5th, 2008, 06:57 AM
Those textures do have bump and specular, thats why I rendered them in 3ds max 8. Snafu, I made the texture from scratch its not very hard at all. It involves clouds and a few other minor things. Who terrornomore?
paintballakid5
March 5th, 2008, 11:57 AM
well i can assure you, it is not anyone elses texture for the spiker, infact it's gonna seem kinda weird i don't know if anyone else does this but i do..:D
i used a Halo screen shot(s) to texture my spiker. and it still needs some UVW-ing.
so i didn't steal anything :)
Sel
March 5th, 2008, 01:23 PM
http://i93.photobucket.com/albums/l42/selentic/bluebase.jpg
http://i93.photobucket.com/albums/l42/selentic/bluetop.jpg
http://i93.photobucket.com/albums/l42/selentic/out.jpg
http://i93.photobucket.com/albums/l42/selentic/redbase.jpg
http://i93.photobucket.com/albums/l42/selentic/redbaseout.jpg
Just a little sideproject Ive been doing to practice my terrain and cliff modelling.
Also, bases ingame. :D
There are a lot of UV errors on the cliffs and ground too, and smoothing errors and lighting errors D:
But Ill fix those.
Also, thanks to sunny. I used some of his stuff from valkyrie on the lights.
Ki11a_FTW
March 5th, 2008, 01:53 PM
looks really good selentic
MMFSdjw
March 5th, 2008, 02:13 PM
Yeah, it looks good but the top of the terrain, the edge of the cliff, could use more variation. It looks like it's all the same hight, and that's not good.
break it up and ad more variety.
Sel
March 5th, 2008, 02:25 PM
Yeah I kinda hit align Z for the faces around the top you cant see, so now I have to re variate them again D:
LlamaMaster
March 5th, 2008, 02:40 PM
Looks great except for the cliffs. They look all strait and stuff.
PenGuin1362
March 5th, 2008, 02:47 PM
Just a little sideproject Ive been doing to practice my terrain and cliff modelling.
Also, bases ingame. :D
There are a lot of UV errors on the cliffs and ground too, and smoothing errors and lighting errors D:
But Ill fix those.
Also, thanks to sunny. I used some of his stuff from valkyrie on the lights.
still could use some work with more detail and such but it's nice to see some people bringing back some originality :)
t3h m00kz
March 5th, 2008, 04:54 PM
ok we'll keep it under control p0lar.:D
but umm here is some stuff i've been working on.. just a lil bit of coolness to show off to everyone...
BTW the textures on the back of the Spiker are kinda fugly, but it's getting better.:)
http://i170.photobucket.com/albums/u264/paintballakid5/spiker-2.jpg
Instead of having the projectiles attach, make them detonate into another projectile that uses the needler model and a different skin that attaches to any surface. And if the attach fails, set the other impact effect to "disappear."
Also make the light volume a bit smaller. Every light volume and contrail in Halo 1 was about twice as big as in Halo 3.
Forgot to post this here.
http://i164.photobucket.com/albums/u27/foxymccloud/SecurityFinal.jpg
Some things on it have been fixed, by the way. Oh, and why does everyone think the neck is the helmet's? :( It's my scale dummy's.
M-M-M-MARATHON!!! <3 LOVE that armor perm. I use that in H3 whenever I decide to play as a spartan... (once in a blue moon) I suggest slapping that fucker on the original MC armor and seeing how it looks, because I fail at 3DS Max and don't know anything about UV unwrapping and I may be suggesting something that'll completely fuck everything up :haw:
SuperSunny
March 5th, 2008, 05:07 PM
Good job :D Liking the lights! Cliffs obviously need fixing from the Z-Align, and the outside lighting/sky could be altered a bit, but overall I like it.
Sel
March 5th, 2008, 05:13 PM
Good job :D Liking the lights! Cliffs obviously need fixing from the Z-Align, and the outside lighting/sky could be altered a bit, but overall I like it.
Its got some of your stuff in it, thats enough to make it epic right there :3
Warningshot3
March 5th, 2008, 05:14 PM
Instead of having the projectiles attach, make them detonate into another projectile that uses the needler model and a different skin that attaches to any surface. And if the attach fails, set the other impact effect to "disappear."
nice idea. what if you made a loop. like make a projectile detonate into the same projectile but each one spawns like 10. it would go 1 spawns 10, 10 spawns 100, 100 spawns 1000..... and so on. FPS killer!!!!!
oh wait doesnt halo stop after like 100 projectiles?
SnaFuBAR
March 5th, 2008, 05:39 PM
Those textures do have bump and specular, thats why I rendered them in 3ds max 8. Snafu, I made the texture from scratch its not very hard at all. It involves clouds and a few other minor things. Who terrornomore?
no they don't. all you did was http://www.photoshopcafe.com/tutorials/rock/rock.htm
you didn't make any bumps or speculars, you just put two bad photoshop textures next to each other on this little presentation, then try to cover your butt when tweek brought up bump and specular. if you had actually made bump and specular, you would've brought it up and not presented it straight on.
Tweek
March 5th, 2008, 05:51 PM
sup terror, you fail at failing.
enjoy your double account ban.
DaneO'Roo
March 5th, 2008, 06:02 PM
You made that from scratch? Fantastic work. What else have you made?
Filter > renderclouds> noise and sponge filters or some shit> render lighting effects
One of the crappiest cliff textures I can imagine making.
Higuy
March 5th, 2008, 06:05 PM
@selentic,
Loving that map:D. But as others said, cliffs.
Good job
Zanarkand
March 5th, 2008, 06:18 PM
Hmm Im only following the looks of textures from h2v like this one for instance.
http://i125.photobucket.com/albums/p70/bman12_2006/beavercreek_arch_unwrapped.jpg
as you can plainly see its got basicly what mine has depth ect. Their texture contains an alpha thats used for specular and normal map. Im doing the same as them but on hce terms. also suppersunnysharma. look at his texture that i ripped to learn from. http://i125.photobucket.com/albums/p70/bman12_2006/valcliffs.jpg
wtf who the heck is terror..... I am plainly not him whoever he be.
no where did I say my texture was grand or anything im simply just trying to imply something to you all.
Ki11a_FTW
March 5th, 2008, 06:31 PM
http://www.youtube.com/swf/l.swf?video_id=rVI-zwC7IKI&rel=1&eurl=&iurl=http%3A//i.ytimg.com/vi/rVI-zwC7IKI/default.jpg&t=OEgsToPDskKsXrzsOiUymjwisUpw_NGG
a shit flyby of competence selentic commanded me to make
Sel
March 5th, 2008, 06:33 PM
I love how you can see Llama swearing in that game, how I kept killing him and not letting him get that last second he needed to win the game.
I should get to work on fixing those errors lulz.
DaneO'Roo
March 5th, 2008, 06:40 PM
Hmm Im only following the looks of textures from h2v like this one for instance.
http://i125.photobucket.com/albums/p70/bman12_2006/beavercreek_arch_unwrapped.jpg
as you can plainly see its got basicly what mine has depth ect. Their texture contains an alpha thats used for specular and normal map. Im doing the same as them but on hce terms. also suppersunnysharma. look at his texture that i ripped to learn from. http://i125.photobucket.com/albums/p70/bman12_2006/valcliffs.jpg
wtf who the heck is terror..... I am plainly not him whoever he be.
no where did I say my texture was grand or anything im simply just trying to imply something to you all.
GROSS
Also, that h2v texture is Shit. What the fuck is with the brush strokes?
LlamaMaster
March 5th, 2008, 06:41 PM
"this video is no longer available"
SuperSunny
March 5th, 2008, 06:44 PM
Dude, do not use my texture as an example. It's composed of much more than that. I did a crappy photoshop cloud job on it. Bad bad example. For most people, this method is NOT good, unless you want to bake/build the bumps into the diffuse.
The best examples to use are the ones from the game itself. Just take a look at how the cliffs are created, and how they blend with the ground. My work is good to use as reference for shader design and lighting design, not texture or model design ><
Sel
March 5th, 2008, 06:45 PM
This link works http://www.youtube.com/watch?v=rVI-zwC7IKI
Zanarkand
March 5th, 2008, 06:56 PM
Well here is the specular and bump for my texture. Since I have to show everything to satisfy some people. Tadaaaaaa! Nothing fantastic I know. Well sunny yes, but also many of you jump to conclusions and think that Im finished with the texture. Well I most certainly am not. I'm at about the 60% mark I was posting to see which to you all looked better so I could continue from there
http://i125.photobucket.com/albums/p70/bman12_2006/CliffSpecular.jpg
Bump was made in Mudbox.
http://i125.photobucket.com/albums/p70/bman12_2006/CliffBump.jpg
Well time to go play some UT3.
chicane
March 5th, 2008, 06:57 PM
Map looks cool, name is less cool. Competence is far to common of a word, you may as well name it "the".
Sel
March 5th, 2008, 07:00 PM
Map looks cool, name is less cool. Competence is far to common of a word, you may as well name it "the".
Ill see what I can come up with then, but until I can come up with something epic I guess it stays D:
paintballakid5
March 5th, 2008, 07:04 PM
well CH3MT is off to some good work(i hope):)
still needs to UVW'd.
http://i170.photobucket.com/albums/u264/paintballakid5/splazer.jpg
http://i170.photobucket.com/albums/u264/paintballakid5/splazer2.jpg
Ki11a_FTW
March 5th, 2008, 07:07 PM
very inaccurate
NuggetWarmer
March 5th, 2008, 07:08 PM
Not only is it inaccurate, it's the wrong laser. That was just concept art they used. :(
Sel
March 5th, 2008, 07:11 PM
That back is disgusting.
And is that circle thing in the back end is that part of the texture, because it should be part of the model.
It looks pretty :(
Tweek
March 5th, 2008, 07:11 PM
Well here is the specular and bump for my texture. Since I have to show everything to satisfy some people. Tadaaaaaa! Nothing fantastic I know. Well sunny yes, but also many of you jump to conclusions and think that Im finished with the texture. Well I most certainly am not. I'm at about the 60% mark I was posting to see which to you all looked better so I could continue from there
Bump was made in Mudbox.
Well time to go play some UT3.
AHHAHAAAAA WHAT THE LULZ!
DaneO'Roo
March 5th, 2008, 07:15 PM
oh shit, I just lol'd
SnaFuBAR
March 5th, 2008, 07:21 PM
hahahahahaa. all you did was convert to grayscale and change contrast and brightness. :lmao:
you're definately terror(no)more.
"hey guys this is a texture i'm working on for a map i'm making
1 or 2
ok i have to go to bed now."
exactly how terror would post with all the BS to go with the work. WHO DO YOU THINK YOU'RE FOOLING?
the texture sucks. paint it, don't use filters. LEARN SOMETHING OTHER THAN DEPENDING ON PHOTOSHOP FILTERS.
SnaFuBAR
March 5th, 2008, 07:25 PM
well CH3MT is off to some good work(i hope):)
still needs to UVW'd.
No, definately NOT some good work. Firstly, don't even worry about getting that uv'd. Make a half decent model first! That is just terrible!
DaneO'Roo
March 5th, 2008, 07:27 PM
I agree. Buy some photoshop mags from a newsagent and do the painting tutorials if your that clueless.
*e* dam u snafu
also holy shit rep much?
I been gone for too long :gonk:
NuggetWarmer
March 5th, 2008, 07:35 PM
No, definately NOT some good work. Firstly, don't even worry about getting that uv'd. Make a half decent model first! That is just terrible!
SnaFuBAR speaks the truth. :U
Warningshot3
March 5th, 2008, 08:19 PM
i hope people are getting reference pics from h3 and not concept art. if you want some ill be happy to pm you some pics.
CSFLOYD
March 5th, 2008, 08:31 PM
nothing to see here 8)
http://img411.imageshack.us/img411/4726/picmt1.jpg
ignore the unskinned part.
uvw by me skin by me.
Sel
March 5th, 2008, 08:34 PM
Thats pretty good.
Get it ingame :3
CSFLOYD
March 5th, 2008, 08:39 PM
yeah its getting in now
Bodzilla
March 5th, 2008, 08:45 PM
need a better picture of it
i cant see shit with the lack of contrast you have there.
Warningshot3
March 5th, 2008, 08:48 PM
maybe change the bg color to blue or something. and if you got a spec and bump bitmap put them into the ar's material and then add some lights around the ar.
CSFLOYD
March 5th, 2008, 08:58 PM
http://img220.imageshack.us/img220/7177/okgr2.jpg
Con
March 5th, 2008, 08:59 PM
The texture itself (underneath all those unconvincing scratches) is really quite poor, work on it some more.
Warningshot3
March 5th, 2008, 09:03 PM
but then again in game it might be better looking. show us an in game pic.
CSFLOYD
March 5th, 2008, 09:13 PM
k i will but its not ingame yet.
ExAm
March 5th, 2008, 10:27 PM
http://img220.imageshack.us/img220/7177/okgr2.jpg
Looks like scuffed, rubberized plastic tbh. Which is fine for the grips, but the carapace needs to look like METAL.
Invader Veex
March 5th, 2008, 10:45 PM
To get it ingame I need to solve this:
http://img138.imageshack.us/img138/1027/arerrerpv1.jpg
any suggestions? I DO know it has to do with materials...
Ki11a_FTW
March 5th, 2008, 10:48 PM
make every material a multi-sub
Warningshot3
March 5th, 2008, 10:52 PM
maybe there is a triangle with a material number higher then whats in the multi\sub-object
like if you got 5 standard materials and if there is a triangle with a material set id >5.
idk. just a random thing that came to mind.
Invader Veex
March 5th, 2008, 10:55 PM
I think I know what you mean, Killa, been trying but figure it out...how do I do that? :x
Ki11a_FTW
March 5th, 2008, 11:08 PM
where your materials are in 3ds max, where it says "Standard", click it and change it to multi-sub object for however many standards you may have
Invader Veex
March 5th, 2008, 11:17 PM
Still no luck.
Warningshot3
March 5th, 2008, 11:23 PM
should look kinda like this
http://img215.imageshack.us/img215/7820/ewfewoafnewomo5.jpg
Invader Veex
March 5th, 2008, 11:26 PM
What I have now:
http://img442.imageshack.us/img442/715/materialeditex5.jpg
Warningshot3
March 5th, 2008, 11:28 PM
ah good. so did you check to see if there was a triangle with a set id higher then 5?
kinda funny how i said 5 and you have 5 mats. lol i can read minds.
if there isnt im no good and ill shut up.
Invader Veex
March 5th, 2008, 11:37 PM
Nah nothing. But maybe something with this?
http://img515.imageshack.us/img515/231/materialedityq3.jpg
Ki11a_FTW
March 5th, 2008, 11:37 PM
http://img527.imageshack.us/img527/6672/herehelpmo1.jpg (http://imageshack.us)
im also working on a new assault rifle and mine seems to be compiling fine (above) and also, are you exporting with the ghosts exporter?
Invader Veex
March 5th, 2008, 11:39 PM
Yes, I am.
EDIT: I have to go. I'll be back in about 8 hours, maybe. if not, 17 hours.
Warningshot3
March 5th, 2008, 11:42 PM
odd. select all objects, select the multi\sub-object and hit assign material to selection. because it should say model where it says no name.
SnaFuBAR
March 6th, 2008, 12:00 AM
GALLERY, NOT A HELP TOPIC! TAKE YOUR PROBLEM ELSEWHERE!
http://img171.imageshack.us/img171/1367/zil157wiphf6.jpg
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