View Full Version : [GALLERY] Roostervier
Roostervier
April 6th, 2008, 02:09 PM
My flamer, 2362 tris.
http://img139.imageshack.us/img139/7474/flamer2zy9.jpg
http://img137.imageshack.us/img137/7071/flamer1in7.jpg
Wireframe:
http://img259.imageshack.us/img259/1553/flamer2uvskb2.jpg
That's all atm. :X
Everything else I've done has been formatted or I scrapped it because it was bad. So, I'll add more as I go.
Oh wait, anims. I might render some of those later.
rossmum
April 7th, 2008, 06:51 AM
WHY DO YOU ASSHATS KEEP FORMATTING AND LOSING MODELS. http://sa.tweek.us/emots/images/emot-argh.gif
Nice flamer.
Pooky
April 7th, 2008, 06:28 PM
^
Though there's something... off about the front that I dont like.
Roostervier
April 7th, 2008, 10:46 PM
Thanks... and what seems strange about the front?
Also, I don't know what happened to the topic title... I switched it from something else and somehow it got changed to flyinrooster. <_<
Anyway, I'm working on an HK 417 right now. Got (and getting) some real good help from Snaf on it, so once it's in presentable shape I'll post some images of it.
ICEE
April 7th, 2008, 11:59 PM
Flamethrower looks cool, but the tank seems a little boxy. Maybe its just the angle though, I don't know. Please render some animations soon though, I really like your work
Sever
April 8th, 2008, 12:19 AM
It appears that the tank is octagonal, which would be perfectly fine once smoothing is applied, since that region is usually outside of the player's field of view.
Roostervier
April 8th, 2008, 06:16 PM
Well, I looked at h1s flamethrower's model for some reference as well, and it was just like that, but thicker. So, seeing as how the model was made for ce, I assumed it was alright. Maybe if I were to put it into some other engine I'd make the model higher poly or something, but right now I don't see much point.
Classicthunder
April 8th, 2008, 07:30 PM
WHY DO YOU ASSHATS KEEP FORMATTING AND LOSING MODELS. http://sa.tweek.us/emots/images/emot-argh.gif
Nice flamer.
Quit talking about yourself Ross. ;)
Anyways I like the flamethrower and am looking forward to the HK 417. Are you going to try and skin it?
Roostervier
April 8th, 2008, 07:32 PM
Yeah, I can UV and skin too. I've been trying to become a do-it-yourselfer ever since I started and people rejected helping me. <_<
Then again, the kind of help I probably used to ask for was if someone could do something for me, and I wouldn't help anyone asking for that either.
rossmum
April 9th, 2008, 01:14 AM
Quit talking about yourself Ross. ;)
Anyways I like the flamethrower and am looking forward to the HK 417. Are you going to try and skin it?
Hi nice trolling post
By the way, you had it coming for making such a fucking moronic generalisation. Don't bring your shit into other people's threads, if you really feel so hard done by, then make your own thread.
Classicthunder
April 9th, 2008, 11:44 AM
Hi nice trolling post
By the way, you had it coming for making such a fucking moronic generalisation. Don't bring your shit into other people's threads, if you really feel so hard done by, then make your own thread.
Hi sorry my joke was taken so poorly.
I actually came in to compliment rooster and that just popped into my head. But I enjoyed your counter flame. Excellent job figuring me out with in 2 sentences.
Phopojijo
April 9th, 2008, 02:12 PM
Both of you, grow up.
Sel
April 9th, 2008, 08:49 PM
I dunno, the flamethrower just looks, odd.
Those box handles just dont fit, do something about them.
Roostervier
April 10th, 2008, 06:13 PM
The handles are fine... I don't get what you don't like. The part you hold on to isn't even a box, it has several sides. See my wireframe for more reference on that. Anyway, the flamethrower is basically staying the way it is now unless some major flaw is found.
Bad Waffle
April 10th, 2008, 06:45 PM
uhh, selentic, the handles are perfect.
TeeKup
April 10th, 2008, 07:06 PM
I dunno, the flamethrower just looks, odd.
Those box handles just dont fit, do something about them.
I'm not sure if you're being honest or just trying to say something to make yourself look like you know what you're talking about.
Pooky
April 10th, 2008, 07:08 PM
I'm going to say it was the shortness :p
I know thats the Halo 2 style, but I like the longer version D:
Roostervier
April 10th, 2008, 08:37 PM
Ah, I see what you mean now, pooky.
Roostervier
April 12th, 2008, 07:18 PM
I haven't worked on this in about a week, so I thought I'd post what I had made of my HK 417 wip.
http://img410.imageshack.us/img410/8630/hk1ob9.jpg
http://img72.imageshack.us/img72/9774/hk2um7.jpg
Mainly looking for crit here. I'm going to remove that bevel on the handle in the area that should be flat--that's there because I had used it for reference with something earlier and I've been too lazy to get rid of it.
e:
Oh, it's 1310 tris.
e2:
Also, the foregrip is all wrong. I looked at my refs incorrectly and assumed besides the top and bottom that, aside from the RIS stuff, it was rounded. I'm going to change that now.
Roostervier
April 12th, 2008, 08:52 PM
Forgot mah wireframe. I've updated the model since before.
2000 tris (I got the tri count wrong before... some of the objects were frozen).
http://img205.imageshack.us/img205/1235/hk3pd7.jpg
http://img440.imageshack.us/img440/9042/hk3wirevq5.jpg
e:
I thought I hit edit, but apparently I hit quote. Sorry for the triple post, feel free to merge it, mods.
Bad Waffle
April 12th, 2008, 09:22 PM
flyin, you should check the render tut sticky, it would help you greatly.
Roostervier
April 12th, 2008, 09:43 PM
Snaf told me to just use grey renders until I have something more presentable, such as a complete model. I guess I could add in lighting and such now though, thanks for the suggestion.
Roostervier
April 24th, 2008, 08:19 PM
This gif might take a while to load...
http://xs226.xs.to/xs226/08175/pistol-reload_full796.gif
Pistol reload (full) animation I made a while ago. When of my more decent animations.
Boba
April 24th, 2008, 08:29 PM
I haven't worked on this in about a week, so I thought I'd post what I had made of my HK 417 wip.
http://img410.imageshack.us/img410/8630/hk1ob9.jpg
http://img72.imageshack.us/img72/9774/hk2um7.jpg
Mainly looking for crit here. I'm going to remove that bevel on the handle in the area that should be flat--that's there because I had used it for reference with something earlier and I've been too lazy to get rid of it.
e:
Oh, it's 1310 tris.
e2:
Also, the foregrip is all wrong. I looked at my refs incorrectly and assumed besides the top and bottom that, aside from the RIS stuff, it was rounded. I'm going to change that now.
When you're done you better port it to San Andreas. :(
ICEE
April 24th, 2008, 08:36 PM
That animation leaves a lot to be desired frankly. The ejecting looks force-less, and I just don't buy that the chief can get the magazine perfectly straight into the slot on his first try, but doesn't have enough force to get it all the way in.
Roostervier
April 24th, 2008, 08:40 PM
That animation leaves a lot to be desired frankly. The ejecting looks force-less, and I just don't buy that the chief can get the magazine perfectly straight into the slot on his first try, but doesn't have enough force to get it all the way in.
I agree with the your first argument, but not your second. The second part I got from leets animation, since that's what I thought made it look different from most other reloads. Besides, he could have done that to only just align the magazine, then force it in. It just adds something different to the animation, breaking the mold.
ICEE
April 24th, 2008, 08:48 PM
Alright, I'll give you that. Frankly if it were my animation I would have put less space between the time that the magazine becomes aligned and the time that he finishes inserting it, only because the magazine is perfectly aligned already. Because he slides the gun down to click the magazine in rather than forcing the magazine up into it, I would think that entire motion should be a bit more forceful, but force is greatly tied into the speed of the animation and since its a GIF it might be lagging a bit on my pc, so I won't touch that factor.
rossmum
April 25th, 2008, 12:05 AM
Given how many weapons he's reloaded, I'm sure reloading his pistol right first time every time would be second nature.
ICEE
April 25th, 2008, 12:21 AM
Ive found that using facts about the chief,his combat experience, etc. only worsens the animation quality. He's super strong but still animators should make sure to create a sense of implied weight to the weapon, for example. That may just be my style though.
Roostervier
April 25th, 2008, 12:30 AM
Well, we don't want the animations to seem robotic and unnatural, so we go ahead and give it implied weight. It isn't any real big deal to me if you don't want to do it, though.
rossmum
April 25th, 2008, 02:00 AM
Ive found that using facts about the chief,his combat experience, etc. only worsens the animation quality. He's super strong but still animators should make sure to create a sense of implied weight to the weapon, for example. That may just be my style though.
I know, and I'm all for that. What I mean is that he's probably reloaded the pistol so many times that he has his own set pattern of doing it, just as I subconsciously play through every level of Halo the exact same way I have since I got the game.
SnaFuBAR
April 25th, 2008, 02:04 AM
see competitive shooting with pistols. there are some that reload much faster than the chief, and with almost inhuman precision.
ItsMeTerror
April 25th, 2008, 07:43 AM
This is some great stuff. I'm loving the animation. The gun your working on currently its coming out, with outstanding results. +rep
rossmum
April 25th, 2008, 07:52 AM
see competitive shooting with pistols. there are some that reload much faster than the chief, and with almost inhuman precision.
Seen some, yeah. Bricks were shat.
Roostervier
June 6th, 2008, 10:49 AM
Bump for update.
This is probably my best throw-grenade animation ever.
(NOTE: If you are using IE then the animation will probably play really slowly, but if you're cool and have firefox it should play fine)
http://img257.imageshack.us/img257/7549/sgnadezn7.gif
Sel
June 6th, 2008, 11:09 AM
Looks pretty nice.
Good work
Chainsy
June 6th, 2008, 12:32 PM
One problem with it, at the end when hes bringing his arm down, it snaps just a bit, smooth it out.
TeeKup
June 6th, 2008, 04:28 PM
I don't see a snap, I see a smooth transition.
Chainsy
June 6th, 2008, 05:05 PM
Might just be this slow ass comp, but at the end the wrist to me looks odd how it snaps down.
Roostervier
June 6th, 2008, 05:08 PM
Wait, when he's throwing? Technically grenades aren't supposed to be thrown with a snap of the wrist, but in the official Halo anims, they always have had the wrist snap. That's what I made the hand do here. Have you never thrown a baseball or a football? :X
TeeKup
June 6th, 2008, 05:21 PM
Oh the hand, yeah I have noticed the hand snap, I don't really like that myself.
ICEE
June 6th, 2008, 06:17 PM
I think that the wrist snap is just a little to sudden. Other than that, pro. I really struggle with throw grenade animations.
Roostervier
July 7th, 2008, 09:20 PM
So in my spare time for doing stuff for snaf, I've got this:
http://img112.imageshack.us/img112/2755/shotgun1nl8.jpg
http://img529.imageshack.us/img529/1447/shotgun2no5.jpg
And in FP:
http://img157.imageshack.us/img157/7752/shotgunfp3gl6.jpg
Wire (no idea why the stock and some other areas show triangulation since I only used polys, while the others show just polys):
http://img529.imageshack.us/img529/811/shotgunwiretm2.jpg
Tri's: 2143 (And I also just noticed i didn't get rid of the symmetry line on the trigger, so probably less than that)
This is roughly 4 hours of on and off work. I started it because (IIRC) rob mentioned that the h3 shotgun needed some lovin' too, instead of just the BR and AR.
Hotrod
July 7th, 2008, 09:31 PM
That looks very nice, I love how you put some detail in the trigger area, which isn't the case with the stock Halo weapons. Maybe you could try adding your own personal touch to it, by adding stuff that isn't normally there, but trying to keep the Halo style. It looks great, and I hope to see it textured soon. Any chance that it will appear in a map/mod?
TeeKup
July 7th, 2008, 09:33 PM
I don't know why but whenever I see the Halo shotgun, I just want to grab hold of the area between the gun sights and the area right above the trigger and just bash a brutes jaw in with the stock. I can't see myself doing that with any other shotgun.
Roostervier
July 7th, 2008, 09:36 PM
Lollin' at TeeK. Anyway, Snaf actually sent me some refs for new stuff for the shotgun, I might be adding some personal touches. And I don't know if I'll add the flashlight from Halo 3, it seems pointless. And as for if it's open source or not, I'll see. I'm definitely taking a look at open source, but I need to talk to WoL first. If I do release it open source, I'll release some anims for it too, but the bitmaps released would only be the baked versions, no normal maps or anything. =p
TeeKup
July 7th, 2008, 09:42 PM
Rooster model a Halo shotgun that doesn't have a stock for shits 'n giggles.
Roostervier
July 7th, 2008, 09:51 PM
Here is an updated wireframe, not sure what happened before, but I cleaned it up.
http://img78.imageshack.us/img78/7774/shotgunwirecr0.jpg
Pooky
July 8th, 2008, 03:34 PM
Rooster model a Halo shotgun that doesn't have a stock for shits 'n giggles.
Or one with a folding stock :o
Bastinka
July 14th, 2008, 01:04 PM
Very nice, deserves some rep ;]
Roostervier
July 28th, 2008, 02:31 PM
http://img176.imageshack.us/img176/7193/pistol1qd6.jpgphttp://img176.imageshack.us/img176/7193/pistol1qd6.jpgphttp://img176.imageshack.us/img176/7193/pistol1qd6.jpg
Roughly twelve hours of work. I shortened the barrel because I'm not going for accuracy, but more for what I like. I also need to change the diffuse slightly.
e: Wtf, image isn't showing up. Posted link instead.
e2:
Here is one with the final diffuse (I think).
http://img257.imageshack.us/img257/8682/pistol2av3.jpg
(Also, why does posting the image work now?)
Pooky
July 28th, 2008, 02:46 PM
Whoa... you actually made me like the Pistol D:
Does it have the number 7 on top like the Halo 1 pistol though? If not needs moar
Roostervier
July 28th, 2008, 02:53 PM
Uh, I'll see about adding that then.
e: If anyone wants to know what the fuzzy darkness is, it's a baked AO. It spread very far though, so I had to make the range in colour a lot different, so it doesn't change it to black (in the dark spots), just darker grey. I'm sure no one will notice in game.
Heathen
July 28th, 2008, 03:15 PM
Looks fab really. I love it.
Con
July 28th, 2008, 03:41 PM
Model looks freakin' awesome if you ask me, and the texturing looks just as good.
Roostervier
July 28th, 2008, 09:12 PM
http://img509.imageshack.us/img509/7339/pistol4rr7.jpg
Leet thought it needed to look less clean. I just contrasted the specular a bit. He think it needs to be more, and WoL thinks that the stamped words need more wear and tear around them. I aim to do both.
Pooky
July 28th, 2008, 09:46 PM
So what's this for anyway?
Bastinka
July 28th, 2008, 09:48 PM
Uhm.. NOTHING.
:-3
Atleast nothing that me and him have planned.
Roostervier
July 28th, 2008, 09:55 PM
Dunno, I am bored. I need something to pass the time and work on my skills. =p
Also, it could be for nothing, and possibly for HRH if WoL would even want it. If he doesn't, I don't really care. I might release it with my shotgun sometime.
Hunter
July 30th, 2008, 08:11 AM
I think it would look better if you add the little circle bubble like things on the grip to the bump map so they stick out a bit.
So then it looks more rubber and easier to grip.
DaneO'Roo
July 30th, 2008, 08:46 AM
Textures are really lacking, and the grime collected around the corners of things is way too diffuse and looks like a repeated photoshop brush pattern.
The handles texture is very bland, and looks too spong filtery.
All in all it's a great start, but you really need to do some painting with it.
Invader Veex
July 30th, 2008, 11:24 AM
Put the detail where it's correct. For example, the head the thing with the red screw). Try to take back a few of those scratches. Wouldn't there be more contact with that screw than what is behind it? And maybe some more grime to it, but I don't like what you have going around the screw and the head. Too blah, and unrealistic, imo.
It still looks good yet, though.
Bastinka
July 30th, 2008, 12:22 PM
It doesn't need more grime. You people need to realize not everything looks good with grime, and that's becoming really annoying. Adding grime to it shows that the handler wasn't careful about using it so he let it slip fall and get beaten up, sure it looks cool but in reality would you rather have a grimed up gun in your hands that you don't know where it's been or a brand new clean looking gun?
Also, it looks perfect the way it is rooster.
DaneO'Roo
July 30th, 2008, 04:31 PM
Silentwind, don't fucking say that.
"hurr it looks perfect just the way it is" hurrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
NO.
you are EVIL if you say that.
It DOES need work, and SERIOUS work at that.
http://img177.imageshack.us/img177/3008/pistol2av3of8.jpg
It's half done in my opinion.
Bastinka
July 30th, 2008, 05:07 PM
Why do you always need so much grime, please tell me.
Roostervier
July 30th, 2008, 05:10 PM
I didn't even use sponge filter on the grip. <_<
There are scuffs on the top, but you edited the image of the cleaner version, and the render isn't using anything other than default max lighting. The top probably could use more scratches, though. The diffuse "grime" is actually a shitty attempt at baked AO. For some reason it got really diffuse and far out, and I'm wondering if I should keep the baked AO in or not. One problem I have though is that, if a gun is too grimey, I doubt it is in working condition. I'm not as ready as you are to add grime every where. Maybe some wear-and-tear, but grime is getting a little too far. Guns need to be kept clean if you expect them to operate.
And to be honest, I don't see much difference between my handle and Bungie's, other than mine looking browner and less pale. I could probably add a little more wear on the sides and make it more pale, but I don't see how it looks like sand paper. Could you suggest how I fix it? I used mostly brushes to get the material.
Oh wait, just looked at the ref. I could change the bump map some, because mine is inaccurate as shit, but not material-wise. Just in those indents.
And just for you hunter:
http://img241.imageshack.us/img241/20/pistolnormaljpgtt0.jpg
That's the normal I used, jpg'd. As you can see those "little circle bubbles" are in the normal map already, but thanks for your concern.
Hunter
July 30th, 2008, 05:17 PM
Oh yeah. Could you make them pop out more? I think it would look better.
Bastinka
July 30th, 2008, 05:19 PM
Why would you need them to pop out more? He said it was just a default max render with nothing special done.
Roostervier
July 30th, 2008, 05:21 PM
Whatever, I'm working on the diffuse now, I'll see if popping them out looks alright, but I doubt it really will. I'm going to try some new stuff.
Hunter
July 30th, 2008, 05:21 PM
I mean on the bump map.
Roostervier
July 30th, 2008, 05:22 PM
I mean on the bump map.
I think I know that. <_<
ICEE
July 30th, 2008, 09:22 PM
I don't understand the appeal of dirty guns. For the most part, people try to keep their guns clean. Granted, there are parts of any complex geometric metal object that will be impossible to clean, but people seem to have a fascination with filthy, beaten up weapons.
Bastinka
July 30th, 2008, 10:21 PM
Finally someone that agrees, thank you Ironclad for noticing what should be common sense to most people. Would rep you, but I can't. :(
Corndogman
July 30th, 2008, 11:15 PM
IMO, It can go both ways. Yes, I would normally try to keep my gun clean and shiny. But, If you were actually fighting in a war and were in battles that lasted days, well I don't think you'd be too concerned about keeping it clean. It would most likely get dirty, and would have scratches and such from being beaten around and actually used.
Pooky
July 31st, 2008, 02:04 AM
IMO, It can go both ways. Yes, I would normally try to keep my gun clean and shiny. But, If you were actually fighting in a war and were in battles that lasted days, well I don't think you'd be too concerned about keeping it clean. It would most likely get dirty, and would have scratches and such from being beaten around and actually used.
So what you're saying is moderation is best.
Makes sense to me :\
Bad Waffle
July 31st, 2008, 02:48 AM
Why do you always need so much grime, please tell me.
I don't understand the appeal of dirty guns. For the most part, people try to keep their guns clean. Granted, there are parts of any complex geometric metal object that will be impossible to clean, but people seem to have a fascination with filthy, beaten up weapons.
Finally someone that agrees, thank you Ironclad for noticing what should be common sense to most people. Would rep you, but I can't. :(
You know why more grime is better?
http://img246.imageshack.us/img246/1386/revolverheaven3hp2.jpg
And thats why you should listen mr dane.
IMO, It can go both ways. Yes, I would normally try to keep my gun clean and shiny. But, If you were actually fighting in a war and were in battles that lasted days, well I don't think you'd be too concerned about keeping it clean. It would most likely get dirty, and would have scratches and such from being beaten around and actually used.
actually, you would be very concerned with how clean your gun is. Jams are bad, man. But, i dont think thats what you meant.
Hunter
July 31st, 2008, 08:59 AM
IMO Most things on games look better old and battered.
Roostervier
August 2nd, 2008, 02:43 AM
http://img515.imageshack.us/img515/8683/pistol11cg7.jpg
Update. Not sure why the front of the magazine looks so... not matching. In the bitmaps its just as dirty as the side, but for some reason it always looks clean in max. I know for a fact its using the same material. Also, I might have to turn the spec down a bit.
Apoc4lypse
August 2nd, 2008, 08:50 PM
lol... danes like a physco with that red paint brush.
To be honest the amount of grime will ultimately be determined by the original intentions of the person actually making the texture XD.
Like silent said, it could be a gun that just got shipped in, or something along those lines.
Personally I loved the first one, although it probably might have needed a few marks added to it (what wol said about the stamped text was right too, those areas wear down a bit on guns usually) and maybe a few other spots.
The second image looks like theres just too many scratches to me. The areas I personally dislike are the trigger guard, if thats what you wanna call it (scratches jus seem to sudden and in your face, and maybe less of them would be better) Then the grip seems weird to me now, not sure why though.
E: after another comparison lol, the grip was way better before you tried to please Dane... XD it also seems darker now.
PenGuin1362
August 2nd, 2008, 11:52 PM
Why would a semi-automatic pistol have automatic stamped on the side? :confused2:
Pooky
August 3rd, 2008, 12:53 AM
Why would a semi-automatic pistol have automatic stamped on the side? :confused2:
The M6D is fully automatic? :confused2:
Unless he's doing the M6G, but I can't tell, they all look the same to me. :\
DaneO'Roo
August 3rd, 2008, 03:01 AM
People are stupid. Guns have grime and natural collected dirt in certain places. I didn't mean like, fungus inbetween shit for fucks sake. If your going to have a clean skin for the gun, have a low res diffuse map then, because otherwise it's a waste.
That looks better rooster, but its way too harsh now, and your scratches look like pencil strokes. You've also put scratches in places that don't make sense.
Roostervier
August 3rd, 2008, 01:04 PM
Why would a semi-automatic pistol have automatic stamped on the side? :confused2:
I'm not sure, I was just keeping it the same as what was on the M6G, even though this is not supposed to be an M6G necessarily...
Roostervier
November 28th, 2008, 04:59 PM
Bump.
Something I just finished for something Boba and I are doing. :3
http://img141.imageshack.us/img141/248/render1sa4.jpg
http://img141.imageshack.us/img141/1509/render1wireog1.jpg
Tri's: 3022
I realized I forgot to get rid of the line of symmetry on part of the model after rendering, so I fixed that, but I cba'd to re-render it. d:
Anyone have any crit? I'd like to have it right before I start making the high poly. :X
mech
November 28th, 2008, 11:59 PM
I want to do something with boba and you too, as long as it involves getting naked.
What are you and boba doing?
PenGuin1362
November 29th, 2008, 02:37 AM
I <3 the ak too much to let it stay like that :(
It's not horrible, but it's a bit too boxy and slightly inaccurate.
so FIX!
to help, here are some amazing references
http://www.pixagogo.com/1890304226
Roostervier
November 29th, 2008, 12:45 PM
Thanks penguin, I had a hard time finding references. Also, I had forgotten some parts of the model and added them in (posted this in quick-crit):
Oh shit, can't believe I forgot that. I was going to do it after finishing the rear sight. Thanks, ross.
And, I also forgot the clasp, I'll go make that.
e:
Clasp
http://img366.imageshack.us/img366/5297/claspny4.jpg
Button
http://img366.imageshack.us/img366/9010/buttonmb5.jpg
e: Mech, I'll PM you about it later or something, I've gotta fix some problems with my computer atm.
Roostervier
April 26th, 2009, 03:03 PM
So uh, I made some stuff. Still WIP since I'm getting crit from people.
Anyway, I made this floor around 2 weeks ago. It still doesn't tile properly because I haven't fixed it yet.
The highres:
http://img12.imageshack.us/img12/5572/highresmeshfloor.jpg
Rendered in marmoset:
http://img24.imageshack.us/img24/103/floorpanelnopp2.jpg
One that isn't overly bright and is in marmoset:
http://img19.imageshack.us/img19/9033/floornew.jpg
This wall I just made today.
The highres:
http://img17.imageshack.us/img17/9216/wallpanelhighresmesh.jpg
Marmoset:
http://img19.imageshack.us/img19/4475/wallnew.jpg
And a screengrab from max after I got it to tile:
http://img11.imageshack.us/img11/518/tilesnow.jpg
Things other people have told me:
Make the paint less bright
Also, if you dislike the scratches, say so. I'm not a big fan of some of them myself.
Hunter
April 26th, 2009, 03:13 PM
Bump.
Something I just finished for something Boba and I are doing. :3
http://img141.imageshack.us/img141/248/render1sa4.jpg
http://img141.imageshack.us/img141/1509/render1wireog1.jpg
Tri's: 3022
I realized I forgot to get rid of the line of symmetry on part of the model after rendering, so I fixed that, but I cba'd to re-render it. d:
Anyone have any crit? I'd like to have it right before I start making the high poly. :X
I think same as Snaf. Could do with being a little less boxy. Especially the grip, needs to be more rounded. Looks good though.
Roostervier
April 26th, 2009, 03:15 PM
Uh, that thing is old as hell and I've been done with it for a while; thanks for the crit though.
Newbkilla
April 26th, 2009, 03:16 PM
Nice stuff Rooster.
E/ Never mind, didn't read that you rendered in another program..
teh lag
April 26th, 2009, 03:17 PM
I really like those, good job! There's nothing I can really point out that stands out as wrong or needing improvement. I'd like to see them with some colors other than yellow - in fact, you could probably use them for bases in team games...
Roostervier
April 26th, 2009, 03:18 PM
I never thought about that, actually. I only used yellow twice because I wanted to be able to use them in the same environment. I'll make a CC map for them.
Nice stuff Rooster.
E/ Never mind, didn't read that you rendered in another program..
I still made all the content, what's wrong with rendering it in marmoset? :confused:
Jean-Luc
April 26th, 2009, 03:24 PM
Veeerry nice :D
Newbkilla
April 26th, 2009, 03:43 PM
I never thought about that, actually. I only used yellow twice because I wanted to be able to use them in the same environment. I'll make a CC map for them.
I still made all the content, what's wrong with rendering it in marmoset? :confused:
Nothing is wrong, I just wondered how you rendered it like that, then I re-read it, and it answered my6 question.
Roostervier
April 19th, 2010, 08:19 PM
uh, some random shit i was suggested to post. ill probably find more, a lot of it is unfinished, some isn't really my work other than putting pieces together and i thought it looked cool. im also aware alot of it could look a lot better
http://dl.dropbox.com/u/4724101/mg.jpg
http://dl.dropbox.com/u/4724101/mg-reload.gif
http://dl.dropbox.com/u/4724101/vyktbuildingwip2.jpg
http://dl.dropbox.com/u/4724101/combatknife.jpg
http://dl.dropbox.com/u/4724101/newwip4.png
skin on ^^ this is horrid, made it a long time ago
http://dl.dropbox.com/u/4724101/ccscruiser.jpg
none of the stuff on this ^^ is mine, its ripped from h3 or downloaded from somewhere and i was just messing around in the editor
teh lag
April 19th, 2010, 08:29 PM
Hey, show us the parts of the building. Nobody posts stuff like that here. I'm really curious to see how it was made.
The machine gun: I think I told you when you first showed me, but the front grip seems waaay to tall. Otherwise I'd say it's pretty solid - I suppose it could use bit more flair in some places, but then again I don't really have the knowledge to give you any serious crit on it beyond my gut feeling. I would have spiced up the magazine a bit with some indentations or labels or something.
I absolutely love the AR-ish thing, with the exception of the top bit. I would have added some up-down tapering to it to add a little more variety... too late for that now though. The trigger area looks like it could use some cleanup compared with the quality level you've got on the rest of it.
On both of those it kinda looks like you hit a point where you ran out of steam and just wanted to finish it; I'm not sure if that's actually what happened but some parts have noticeable drops in detail/visual style compared to the rest of the piece.
Cagerrin
April 19th, 2010, 08:37 PM
double drum mag seems too... simple, geometry-wise, compared to the rest of the mg.
AR seems almost like a bizarre mating of forerunner and human. don't really like the sight design, but that's just me.
Roostervier
April 19th, 2010, 08:37 PM
yeah the mag was p rushed on the mg and my tablet wasnt working. probably going to reskin. also, the ar thing is taper at the top some, only its tapered at about 5 degrees so its too subtle.
Roostervier
May 2nd, 2010, 03:54 PM
this is very wip, haven't gotten too detailed with it either yet
http://dl.dropbox.com/u/4724101/verywipelitefront2.jpg
http://dl.dropbox.com/u/4724101/verywipeliteback2.jpg
it's an elite that austin had a concept of... it's intentionally bony.
note i haven't even touched the head yet and i have done nearly nothing to the neck up there, and i haven't really touched the feet either.
also note i'm going to kind of touch-up/really change some parts of the middle of the torso. and the hands need work too.
Roostervier
May 2nd, 2010, 04:39 PM
another update before i eat:
http://dl.dropbox.com/u/4724101/eliteagain1.jpg
e: not gonna quad post so here's another update
http://dl.dropbox.com/u/4724101/eliteagain2.jpg
http://dl.dropbox.com/u/4724101/eliteagain3.jpg
neuro
May 4th, 2010, 02:52 AM
ohh, it's an elite!
SiriusTexra
May 4th, 2010, 06:38 AM
ohh, it's an elite!
quality=high width=64 height=64 wmode=transparent
Look ok for a start, but You realy need to get into all those areas chunk for chunk and make it awesome.
Head is pretty off though.
Geo
May 4th, 2010, 05:08 PM
I wish I had a 10 pack.... Looks decent
Roostervier
May 4th, 2010, 06:19 PM
yeah the head... was supposed to have a pretty new design. the only problem is that i couldnt get the mandibles worked out. i'm probably going to remake the head as a new mesh and then retopologize it in zbrush or something. i think the ribs look pretty bad too but eh
e: but yeah, i'm just learning zbrush more or less, too. here was my previous attempt at a model before this:
http://fr.projectiris.net/pics/random/direwip2.png
lol!! (personally i think i've improved some... not nearly as blobby)
SnaFuBAR
May 4th, 2010, 06:44 PM
if you've modeled fp hands before, you could benefit from attempting the edgeflow of hands in regards to the mandibles.
Roostervier
May 4th, 2010, 07:06 PM
yeah, i just found a pretty nice tut on limb topology. the new design actually makes them somewhat like fingers so that would be a good idea
SnaFuBAR
May 4th, 2010, 11:36 PM
Also if you're having trouble making convincing muscle groups, try to get ahold of gnomon tutorials by neville page. He is a friend of mine, and an amazing creature creator (cloverfield, avatar).
SiriusTexra
May 5th, 2010, 03:49 AM
Also if you're having trouble making convincing muscle groups, try to get ahold of gnomon tutorials by neville page. He is a friend of mine, and an amazing creature creator (cloverfield, avatar).
Your a friend of the guy who was honored to model Dr Manhattan, and thus the guy who indirectly caused onscreen penis butthurt across the world? That's pretty awesome.
SnaFuBAR
May 5th, 2010, 03:37 PM
Yeah, he's a pretty cool guy. lol.
and doesn't afraid of anything?
bapsi
May 5th, 2010, 05:15 PM
http://reybustos.com/07i/i.html
some of rey's stuff could help too.
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.