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Llama Juice
January 21st, 2009, 08:22 AM
http://img206.imageshack.us/img206/5776/ladybodydiffuseir1.jpg


The resources are good but saying things like "That fucking diffuse, jesus christ" doesnt help. And I am using 1024x1024 bitmaps.

He explained why it looks terrible. You chose one "skin" color and filled it in, then it looks like you multiplied it with an AO map.

Skin isn't just one color. Look at your face in the mirror, your cheeks are generally more red than the rest of your face, your forehead less saturated...

Just so you actually see the differences I took a picture of myself and oversaturated it so you can easily see how it changes.

http://www.llamajuice.com/h2v/normalsaturationface.jpg

http://www.llamajuice.com/h2v/saturationface.jpg
(No comments about me in the pic please, I have mono and feel like shit, so I'm not all wooo right now)

In my pic you can see the different reds and the different blues that are throughout the skin, it's not just adding a dirt color throughout it, add real color.

Apoc4lypse
January 21st, 2009, 12:31 PM
forehead less saturated...

That post reminded me of my old art teacher when ever we were trying to make something look right...

but anyway, not really, there be shadows there, thus less saturation of a look, but in a perfect world it would be colored correctly then the shadows would be generated giving it that less saturated look.

You are correct though your skin is made up of many different color tones, I personally was never very good with that.

E: fav part of the texture is the hair.. lol

Llama Juice
January 21st, 2009, 12:53 PM
My forehead has less red in it than let's say my cheeks, or my nose. there's still some red in it though, just less saturation of that red.

The shadows aren't going to add red to an image, they'll add whatever color the "shadow" is. They can change the saturation and value of the current color, but you're not going to be changing the hue, which is what gives the lifelike look to it, rather than the dirt on plastic look that he has going now.

EDIT: 'cause I don't feel like double posting.

I'm working on a new website for me, sig is from that idea.... crits on the site and the sig?

The website is just a template design right now, my plans is that on the different pages at the bottom there it'll have links to the different "stories" which will just take it to another page on the site for that one story only. And yes, I know the contact page is butched right now. Also, for me on my mac in firefox the website has big spaces between the different rows of images at the top there. It's not that way on Safari on my lappy, but I don't know how it looks on other browsers.

site -> www.llamajuice.com/newsite/ (http://www.llamajuice.com/newsite/)

sig -V

Terror(NO)More
January 21st, 2009, 03:03 PM
http://img206.imageshack.us/img206/5776/ladybodydiffuseir1.jpg


Lemme guess, where it says Higuy was there. You got anal raped?

MetKiller Joe
January 21st, 2009, 03:30 PM
My forehead has less red in it than let's say my cheeks, or my nose. there's still some red in it though, just less saturation of that red.

The shadows aren't going to add red to an image, they'll add whatever color the "shadow" is. They can change the saturation and value of the current color, but you're not going to be changing the hue, which is what gives the lifelike look to it, rather than the dirt on plastic look that he has going now.

EDIT: 'cause I don't feel like double posting.

I'm working on a new website for me, sig is from that idea.... crits on the site and the sig?

The website is just a template design right now, my plans is that on the different pages at the bottom there it'll have links to the different "stories" which will just take it to another page on the site for that one story only. And yes, I know the contact page is butched right now. Also, for me on my mac in firefox the website has big spaces between the different rows of images at the top there. It's not that way on Safari on my lappy, but I don't know how it looks on other browsers.

site -> www.llamajuice.com/newsite/ (http://www.llamajuice.com/newsite/)

sig -V


I like the website template. The only thing that is on the iffy side are the CSS buttons.

Roostervier
January 21st, 2009, 04:10 PM
Other than that, looks cool.

Also parts of the render look really fucked up, like on the barrel in the second picture. Pretty sure it's the render and not the actual model though.
Yeah, that's why I need to photoshop it and fix it up, but thanks for pointing it out.

SnaFuBAR
January 21st, 2009, 05:21 PM
Mk.23 high res o:
doesn't look like a high res to me. post up a screencap of your viewport with wireframe on. Looking at your smooth groups, you're doing it wrong.

Chainsy
January 21st, 2009, 05:39 PM
Was home sick today and bored, just kept randomly doodling until I came up with this, I have no idea whether or not I should expand onto it and make it a full piece, decided on yalls opinion might help:
http://i305.photobucket.com/albums/nn229/1chains1/sky.png

teh lag
January 21st, 2009, 05:40 PM
...what is it?

Chainsy
January 21st, 2009, 05:48 PM
Dark overhang of clouds, havnt painted them, with a large expanse open, showing the sky.

Roostervier
January 21st, 2009, 05:51 PM
doesn't look like a high res to me. post up a screencap of your viewport with wireframe on. Looking at your smooth groups, you're doing it wrong.
http://img259.imageshack.us/img259/9577/screencapud3.jpg

What do smoothing groups really matter? I don't use the separate by smoothing groups check box when I turbosmooth it (serious question, it's one of my first high res meshes tbh).

Disaster
January 21st, 2009, 06:04 PM
Apparently you have good topology else it wouldn't smooth properly :) Nice and smooth hard edges. Seems just fine to me. However, the low res mesh doesn't seem to take the normals properly. It may be a problem with your cage.

DEElekgolo
January 21st, 2009, 06:14 PM
You could have taken more advantage of that but its ok.

Heathen
January 21st, 2009, 06:20 PM
Was home sick today and bored, just kept randomly doodling until I came up with this, I have no idea whether or not I should expand onto it and make it a full piece, decided on yalls opinion might help:
http://i305.photobucket.com/albums/nn229/1chains1/sky.png
http://i396.photobucket.com/albums/pp48/heathencopypasta/Anti_Emo_by_Davidgtza2.gif (http://s396.photobucket.com/albums/pp48/heathencopypasta/?action=view&current=Anti_Emo_by_Davidgtza2.gif)
Please....PLEASE....wait until you can at least tell what it is before you post it.

I truely hate being a dick but its hard not to.

I thought it was an overhead view of Snowtorn Cove!

DEElekgolo
January 21st, 2009, 06:21 PM
Looks like a mountain with the sky vomiting in the background or an elite's vigina.

MetKiller Joe
January 21st, 2009, 06:46 PM
Looks like a mountain with the sky vomiting in the background or an elite's vigina.

Huh?

How would you know how an elite's crotch looks like *looks at DEE quizzically*? /jk

Disaster
January 21st, 2009, 06:49 PM
Looks like a mountain with the sky vomiting in the background or an elite's vigina.
:aaaaa:

Chainsy
January 21st, 2009, 06:59 PM
Looks like a mountain with the sky vomiting in the background or an elite's vigina.
Saying the man who has been around plastic blow up dolls so much of his life that hes forgotten what real woman's skin looks like. O/

Disaster
January 21st, 2009, 07:02 PM
rofl

killer9856
January 21st, 2009, 07:51 PM
I thought it was a snowy mountain scene...

Can you finish this one?

MMFSdjw
January 21st, 2009, 08:33 PM
I thought it was a portal to a magical, sparkily, rainbow world.

ExAm
January 21st, 2009, 09:16 PM
Looked like a hole looking out of the top of a large cave to me.

Chainsy
January 21st, 2009, 09:18 PM
Wow, many people interpret that differently without the whole environment.

SnaFuBAR
January 21st, 2009, 09:57 PM
http://img259.imageshack.us/img259/9577/screencapud3.jpg

What do smoothing groups really matter? I don't use the separate by smoothing groups check box when I turbosmooth it (serious question, it's one of my first high res meshes tbh).
ok, firstly, you're obviously using too many iterations. way too many. Can I see the lowpoly that you did your highpoly from? I didn't mean to say smooth groups, btw, what i meant is how it smooths after you highpoly, it looks terrible. Especially the trigger.

So, yeah, in short, use less iterations (what you got, 4? 5? you only need 2-3 max), and let's see your low-poly's wireframe screencap.

Gwunty
January 21st, 2009, 10:23 PM
Saying the man who has been around plastic blow up dolls so much of his life that hes forgotten what real woman's skin looks like. O/
\O
INTERCEPTION

Bastinka
January 22nd, 2009, 12:02 PM
http://i123.photobucket.com/albums/o290/SilentWindPL/358638625.jpg
Drew this up in the 20 minutes I had left sitting in class after taking the mid term.

Geo
January 22nd, 2009, 03:19 PM
Very random. Doesn't keep me from wanting the moons hat tho :3

Roostervier
January 22nd, 2009, 03:36 PM
ok, firstly, you're obviously using too many iterations. way too many. Can I see the lowpoly that you did your highpoly from? I didn't mean to say smooth groups, btw, what i meant is how it smooths after you highpoly, it looks terrible. Especially the trigger.

So, yeah, in short, use less iterations (what you got, 4? 5? you only need 2-3 max), and let's see your low-poly's wireframe screencap.
I use 3 on higher detail objects and 2 on lower detail objects. And here's the unturbosmoothed low poly (couldn't unturbosmooth the little grip blocks, I had already converted them to editable poly):

http://img520.imageshack.us/img520/4246/unturbosmoothed2gz2.jpg

MetKiller Joe
January 22nd, 2009, 07:47 PM
Somebody I know posted this on facebook:

http://photos-a.ak.fbcdn.net/photos-ak-sf2p/v196/152/69/505227260/n505227260_710624_6746.jpg

Meh, (edit), what the hell, I know him through a friend actually, but here are some more:

http://photos-g.ak.fbcdn.net/photos-ak-sf2p/v241/152/69/505227260/n505227260_755262_1336.jpg

http://photos-a.ak.fbcdn.net/photos-ak-sf2p/v241/152/69/505227260/n505227260_821784_8772.jpg

http://photos-f.ak.fbcdn.net/photos-ak-sf2p/v258/152/69/505227260/n505227260_899301_6559.jpg

http://photos-g.ll.facebook.com/photos-ll-snc1/v273/152/69/505227260/n505227260_1060694_3285.jpg

http://photos-c.ak.fbcdn.net/photos-ak-snc1/v349/152/69/505227260/n505227260_1305338_9933.jpg

http://photos-h.ak.fbcdn.net/photos-ak-sf2p/v213/152/69/505227260/n505227260_656399_7380.jpg

http://photos-f.ak.fbcdn.net/photos-ak-sf2p/v192/152/69/505227260/n505227260_665005_4199.jpg



Sorry couldn't help it. That album is epic win.

TeeKup
January 22nd, 2009, 07:47 PM
FFFFFFFFFFFFF

EPIC.

ExAm
January 22nd, 2009, 08:12 PM
Thread needs to be renamed: "The Studio Gallery/Quick-Crit thread"

Is that oil pastel? Goddamn.

SnaFuBAR
January 22nd, 2009, 08:40 PM
no, people just need to post their work they want crit on. you want to show your friend's work, make a fucking gallery topic. you guys aren't retarded, so we don't need to accommodate fucking up.

met, are you wanting to show off your friend's work or get crit for him?

MetKiller Joe
January 22nd, 2009, 08:42 PM
no, people just need to post their work they want crit on. you want to show your friend's work, make a fucking gallery topic. you guys aren't retarded, so we don't need to accommodate fucking up.

met, are you wanting to show off your friend's work or get crit for him?

I wanted to show off, but this was a short-term thing.

I apologize. I'll post a gallery topic next time.

Reaper Man
January 23rd, 2009, 02:35 AM
I wanted to show off, but this was a short-term thing.

I apologize. I'll post a gallery topic next time.
I don't see what there is to gain by showing off another's work..

MetKiller Joe
January 23rd, 2009, 05:05 AM
I don't see what there is to gain by showing off another's work..

Nothing. I just thought you guys would appreciate it. I would have posted it in the random pictures thread, but I thought the pics were a little more deserving than that.

ExAm
January 23rd, 2009, 05:18 PM
Nothing. I just thought you guys would appreciate it. I would have posted it in the random pictures thread, but I thought the pics were a little more deserving than that.
There's also another thread called "the best pictures you've seen" that you could have resurrected.

Corndogman
January 23rd, 2009, 08:48 PM
You could have just made a gallery thread like "a friend of mines art" or whatever, like Teek did.

MetKiller Joe
January 23rd, 2009, 08:56 PM
You could have just made a gallery thread like "a friend of mines art" or whatever, like Teek did.



I apologize. I'll post a gallery topic next time.

.

Chainsy
January 24th, 2009, 04:16 PM
Boredom
http://i305.photobucket.com/albums/nn229/1chains1/structure.png

killer9856
January 24th, 2009, 04:20 PM
Sci Fi look is good, but stop getting bored and finish stuff. You've left a lot of good drawings just sitting around.

Chainsy
January 24th, 2009, 04:28 PM
Eh, no point in finishing this one, I started doodling, so I did not have the grids turned on so my angles and perspective are way off.

Roostervier
January 24th, 2009, 04:44 PM
What the fuck happened to your other stuff? Post this shit in your own thread if you aren't going to completely finish it, as they're as done as they'll ever be.

Chainsy
January 24th, 2009, 04:47 PM
No I am good, I will just leave it sitting there, it just got comfortable.

SnaFuBAR
January 24th, 2009, 05:17 PM
Not worth commenting on other than to say "not worth commenting on".

Timo
January 25th, 2009, 12:05 AM
No I am good, I will just leave it sitting there, it just got comfortable.

You do need to start posting stuff in your own thread if you have no intention on finishing work you start.

Disaster
January 25th, 2009, 11:17 AM
http://i266.photobucket.com/albums/ii256/echo216/smokegrenade-1.png
http://i266.photobucket.com/albums/ii256/echo216/smoke_grenade.png

Not the best skin in the world. I just figured I would get some practice by painting up on my old Smoke Grenade model. This skin has pretty much gotten me used to using my tablet.

MetKiller Joe
January 25th, 2009, 11:42 AM
Very nice. I like the model+skin. They both look very clean.

jngrow
January 25th, 2009, 07:10 PM
In-game it probably wouldn't look that bad, since it's pretty small and even in FP you probably wouldn't see much of it.

SnaFuBAR
January 25th, 2009, 07:52 PM
pretty flat and bland. damage is so insignificant you might as well have not done it.

Disaster
January 25th, 2009, 07:57 PM
pretty flat and bland. damage is so insignificant you might as well have not done it.
It wasn't supposed to be crowded with damage. Too much damage can make a skin look bad.

Most smoke grenades are pretty bland.
http://img.redwolfairsoft.com/upload/product/img/G-07-045-L.jpg

I also didn't put much time into making the skin beautiful. It was just practice so I could get used to using my tablet when skinning.

Llama Juice
January 26th, 2009, 09:37 AM
The top part of that can just... bothers me horribly.

the ends of it would be dented in somewhat, it wouldn't be just a perfect edge if you have that abuse on the can itself.

http://www.llamajuice.com/h2v/SmokeGrenadeTop.jpg

But that's just me being picky.

legionaire45
January 26th, 2009, 09:33 PM
Needs more contrast and sharper light metals. It's hard to see any kind of detail on the exposed metal because it's all white; make it a bit darker. Make the bottom a bit darker than the top, maybe throwing some earthy tones at the bottom and blue (sky) tones at the top will help.

I don't really texture, but that might help make it look a bit less boring.

Rentafence
January 26th, 2009, 09:46 PM
It's a goddamn grenade. I could understand if it were a gun, but its a bloody grenade. Are you guys expecting it to look like its been chucked at a wall over and over and never actually used?

SnaFuBAR
January 26th, 2009, 10:12 PM
well considering that he made the top of it look like that, why not?

Limited
January 27th, 2009, 05:52 AM
Cruise Missile
Pretty basic and bland but didnt want to start with any thing too complicated as I'm still a noob :)


The elevated plane at the head of the missile is suppose to be paneling but I havent finished/gave up on it.

Also the extended bits around the wings (like the RL has) isnt on the real thing but I added it to spice it up a bit.

http://img265.imageshack.us/img265/3834/updatedvr7.jpg

As for texture, I started it and god was it awful, so texturing if/will be done in future.

TeeKup
January 27th, 2009, 11:49 AM
It looks like a Grain Silo made into an improvised cruise missile. It's obvious you're trying to make a Tomahawk, so here are some reference pictures. :awesome:

http://www.aerospaceweb.org/question/weapons/missiles/tomahawk.jpg
http://www.tonyrogers.com/images/weapons/tomahawk_01_large.jpg
http://911review.com/errors/pentagon/imgs/thawk.jpg

You seem to have given the warhead a cone look, you need to change that.

Limited
January 27th, 2009, 12:09 PM
Yeah the top picture was my main reference and your right about the cone :)

=sw=warlord
January 27th, 2009, 12:20 PM
Working on some forerunner generator arrays.
So far i have this.
Any advice on what to add/remove be greatly appreciated.
http://img145.imageshack.us/img145/5927/upcloseik2.jpghttp://img218.imageshack.us/img218/8026/render1xk4.jpg

Limited
January 27th, 2009, 12:21 PM
Is that how its going to go into the ground, or have you just put a plane there to render it?

=sw=warlord
January 27th, 2009, 12:24 PM
Is that how its going to go into the ground, or have you just put a plane there to render it?
i am planning on having it fit into the ground like that.
I'm tempted to make a new lift platform using those as the generators you see on the lift you go down to get the index on.

Advancebo
January 27th, 2009, 04:04 PM
I see error :V

Heathen
January 27th, 2009, 04:06 PM
Working on some forerunner generator arrays.
So far i have this.
Any advice on what to add/remove be greatly appreciated.
http://img145.imageshack.us/img145/5927/upcloseik2.jpghttp://img218.imageshack.us/img218/8026/render1xk4.jpg
That looks really great.

killer9856
January 27th, 2009, 04:27 PM
Yeah, check up some of those angles though, they look a bit off. Especially that one extrude inward in the first picture. It looks funny. Other than that, a nice piece of forerunner it has become.

Chainsy
January 27th, 2009, 04:28 PM
Jesus, the horrific memories that brings back.... fucking library.

Mass
January 27th, 2009, 06:11 PM
Working on some forerunner generator arrays.
So far i have this.
Any advice on what to add/remove be greatly appreciated.
http://img145.imageshack.us/img145/5927/upcloseik2.jpghttp://img218.imageshack.us/img218/8026/render1xk4.jpg
Your angles are all wrong, you have to make sure they are 45's and 60's otherwise it will look funky (like it does now.)

The basic shape is ok, but there should be more than just chamfers, insets, and extrusions.

Rentafence
January 27th, 2009, 06:30 PM
Your angles are all wrong, you have to make sure they are 45's and 60's otherwise it will look funky (like it does now.)

Uh, no. Where is it written in stone that forerunner geometry has to have 45 and 60 degree angles? It looks fine as is.

SnaFuBAR
January 27th, 2009, 08:10 PM
Uh, no. Where is it written in stone that forerunner geometry has to have 45 and 60 degree angles? It looks fine as is.
It's not "written" but if you observe the design language of forerunner architecture, you will see that yes, it employs 60, 45, 30 and 15 degree angles.

Heathen
January 27th, 2009, 08:23 PM
It's not "written" but if you observe the design language of forerunner architecture, you will see that yes, it employs 60, 45, 30 and 15 degree angles.
Hm..and here I thought snaf would agree with me on this one.

I think this is hella fine forerunner. Srsly.

Bastinka
January 27th, 2009, 11:21 PM
http://img145.imageshack.us/img145/5927/upcloseik2.jpg
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..

Limited
January 27th, 2009, 11:23 PM
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..
I saw it, but thought my screen was dirty lol.

Heathen
January 27th, 2009, 11:45 PM
Its already been called to attention.

=sw=warlord
January 28th, 2009, 05:53 AM
I've seen the error myself and thought about re-rendering, i think il just remake that face and see how it looks after.
Snafubar, would you by anychance know of a way to edit the mesh so all the angles are correct?
Mass, i didn't make any insets at all, their nearly all cuts that have been extruded and the sharp edges chamfered.
most of it was plane modeled and then extruded to fit.

SnaFuBAR
January 28th, 2009, 06:00 AM
I usually use simple geometry to check my angles, usually with cylinder divisions. I don't know if that makes sense, it's 4am.

Mass
January 28th, 2009, 10:26 PM
You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.

It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.

Advancebo
January 29th, 2009, 06:42 AM
Am I the only one noticing the error in the geometry/smoothing in the center of that object?..

No


I see error :V

:V

=sw=warlord
January 29th, 2009, 07:55 AM
You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.

It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.
I've never actualy used snap-angles so il have to look into that thanks.
I know i have been showing various different works lately but i do hope to add them all up and put them into a single structure besides the forerunner generator [which im more than likely to use to remake the library lift].
Thanks for the comments anyways il see what i can do to further correct issues.

Corndogman
January 29th, 2009, 01:55 PM
Angle Snaps Tutorial:
http://files.filefront.com/maniacs+angles+thingwmv/;9370982;/fileinfo.html

Roostervier
January 29th, 2009, 02:19 PM
http://img140.imageshack.us/img140/8353/rlreloadgb4.gif
Anyway I can make it better?

Geo
January 29th, 2009, 02:29 PM
I think if you emphasized the push of the clamp being taken off it would be better. Like, maybe you could show a half second of strain before it pops off, so that it doesn't just seem like its sitting on top of the rocket when he pushes it off.

Malloy
January 29th, 2009, 02:34 PM
the fingers perforate into the mesh

Geo
January 29th, 2009, 02:41 PM
Translation: They clip :\

Roostervier
January 29th, 2009, 02:52 PM
There's no real way around that. It's not really that noticeable in game. What is noticeable, however, is if I don't have it even touching the tubes because otherwise it'd clip.

Limited
January 29th, 2009, 02:58 PM
I'd have the MC throw down the RL at the angle at the start, instead of slowly lowering it.

SnaFuBAR
January 29th, 2009, 03:09 PM
http://img140.imageshack.us/img140/8353/rlreloadgb4.gif
Anyway I can make it better?
don't make the hand follow the curve, and get the hand under the body of the rocket so you push it up and out. Right now it's totally unconvincing.

Roostervier
January 29th, 2009, 03:15 PM
don't make the hand follow the curve, and get the hand under the body of the rocket so you push it up and out. Right now it's totally unconvincing.Good idea, thanks. I never thought about doing that. I'll probably repost after I modify it some.

Malloy
January 29th, 2009, 03:29 PM
Translation: They clip :\

ha ha you expecting people on here not being literate enough to understand the word 'perforate' :P

ExAm
January 29th, 2009, 03:57 PM
http://img140.imageshack.us/img140/8353/rlreloadgb4.gif
Anyway I can make it better?Change it up a bit and have him grab the front barrels and push down to flip the cartridge forward out of the launcher.

Rob Oplawar
January 29th, 2009, 05:34 PM
I think it would make more sense for him to sort of dump out the spent barrels instead of pushing them up and over the top like that. I'd open it and lower the tip and shove the whole thing forward to dump the barrels out in the front.

ExAm
January 29th, 2009, 05:37 PM
Basically what I was saying with minor differences.

FireScythe
January 29th, 2009, 06:00 PM
To me it looks like he's not gripping the rocket packs, like his hands are magnetic, needs more thumb and finger expression. Also, the launchers movement when empty and just loaded looks too smooth :).

Malloy
January 29th, 2009, 06:43 PM
ha yeh what the hell
why no thumb gripped around the towards the bottom.

Roostervier
January 29th, 2009, 07:01 PM
http://img156.imageshack.us/img156/6579/looksbadim0.jpg

Does that look good to you? It sure doesn't to me.

Malloy
January 29th, 2009, 07:16 PM
erm... 1) do it a little more subtley... 2) sort your skin modifier out.

Roostervier
January 29th, 2009, 07:24 PM
1) How exactly would I make it more subtle? I can't really make his thumb be halfway down and be all the way down at the same time. 2) This is CV's rig, which looks the same in-game with the h1 fp arms. If it looks like shit there, it'll look like shit in-game.

kenney001
January 29th, 2009, 07:27 PM
http://fc43.deviantart.com/fs40/f/2009/027/0/2/Alley_by_kenney001.jpg

Still missing a few key elements and there are some errors

Disaster
January 29th, 2009, 07:35 PM
Wheres the glowing light in the middle of the brick wall coming from?

thehoodedsmack
January 29th, 2009, 07:39 PM
Garbage bags look like they're made of latex.

kenney001
January 29th, 2009, 07:48 PM
Wheres the glowing light in the middle of the brick wall coming from?

thats one of the things i noticed i was missing...

DEElekgolo
January 29th, 2009, 07:50 PM
Lights are too bright. Needs more of a Blue feel to it.

ExAm
January 29th, 2009, 07:54 PM
Lights are too bright. Needs more of a Blue feel to it.
I disagree.

Roostervier
January 29th, 2009, 07:59 PM
It seems like you're missing atmosphere... I wouldn't really know what to add, but it just looks too fake. :\

kenney001
January 29th, 2009, 07:59 PM
^^This is the reason I posted this here. It feels really fake to me too, but I don't know what to mess with. I was hoping for some fresh eyes

Details I did noticed after I rendered it large that:
-there is a weird shadow over the 2nd story window's bars
-there is a weird "line" where light stops in the extruding street
-I completely forgot the light fixture for the light
-the texture for the building trim is actually pretty bad.

I'm going to try to work these out when I get time

Disaster
January 29th, 2009, 08:05 PM
K. Looking forward to seeing it in a completed stage.

Malloy
January 29th, 2009, 08:11 PM
Love the scene Kenney. + rep

-Whats with this emo girl avatar bandwagon thing.

Disaster
January 29th, 2009, 08:14 PM
Love the scene Kenney. + rep

-Whats with this emo girl avatar bandwagon thing.
she got hacked and i guess it started a bandwagon?

Heathen
January 29th, 2009, 08:23 PM
The dumpster scene.

http://i293.photobucket.com/albums/mm61/HeathenHero/Alley_by_kenney001.png (http://s293.photobucket.com/albums/mm61/HeathenHero/?action=view&current=Alley_by_kenney001.png)

Disaster
January 29th, 2009, 08:25 PM
What you should do is render out the scene as just lighting with no shadows. Then do a separate pass with the occlusion and then add them together in photoshop. Makes scenes look alot better however it weakens normal maps sometimes.

MetKiller Joe
January 29th, 2009, 08:28 PM
thats one of the things i noticed i was missing...

It looks great, in my opinion. I like the puddles w/reflections. The light fixture is a pretty minor fix along with the specular of the trash bags. It looks like you pulled together a nice set of diffuse and normal maps for the bricks.

It could use some work, but it looks great so far.

Edit: Some crappy forerunner trim I managed to make. I tried making my own diffuse this time. I'd have an epipen ready if you are allergic to fail.

http://img84.imageshack.us/img84/7379/trim04it3.jpg

kenney001
January 29th, 2009, 10:55 PM
http://fc54.deviantart.com/fs40/f/2009/029/b/9/Dark_Alley_Take_2_by_kenney001.jpg

Take 2: Turned off Final Gather, and used Default render instead of Mental Ray. Tweaked a few more things.

Reaper Man
January 30th, 2009, 04:47 AM
Lights are too bright. Needs more of a Blue feel to it.
Nah, looks like he's trying to imitate tungsten lights, in which case more orange is needed.

Jean-Luc
January 30th, 2009, 11:33 AM
Looking good there Kenney. I agree with FlyingRooster that the scene does lack a certain atmosphere to it, but if you do what Reaper Man says and add more orange to the light, that would probably give the scene more power. Remember, blue + orange light = color contrast = power (sometimes).

Also, something about the puddles seem a little...off. This is just my opinion, but I would try to make the puddles a little more spread around, and have a clear difference between wet and dry. Currently, it just seems too reflective.

legionaire45
January 30th, 2009, 07:39 PM
http://upload.wikimedia.org/wikipedia/en/thumb/3/38/BYR_color_wheel.svg/382px-BYR_color_wheel.svg.png

Dark dark blue + light orange = way to go, imo.

MMFSdjw
January 30th, 2009, 11:30 PM
It looks really good. but I think what it needs the most is more detail.
it looksin credibly clean.
Add some variation to the ground.
I can't tell what material it's suposed to be. it almost looks like glass.
More trash bags with greater variation between them,
Bit of random trash lying around,
Gutters,
There's still no shadows on the window bars to the left.
maybe some indication of curtains inside one or both of the windows.
Maybe a soft (possibly blue) light coming from the hallway on the right. nohting really bright just enough make you wonder what's down there.
Something on the roof of the tallest section. maybe see the top an airvent or air conidtioner unit. it just feels like it ends kinda abruptly.

sooo.... yeah.

that's all I can think of.

DOMINATOR
January 31st, 2009, 02:54 AM
Take 2: Turned off Final Gather, and used Default render instead of Mental Ray. Tweaked a few more things.

next time post a link to a top view screenshot so we can see placement of all your lights and cameras. sometimes it helps.

if this is just a lighting test then ignore: bricks dont meet concrete like that. there is a slab they sit on. door is too close to the corner. all the buildings are the same height. make the one on right go up up up and use a different texture on it. there is no real focal point as of now. i would make the camera a wider lens and rotate the camera a little so one wall or the other is primarily in view making the light/dumpster fall on 1/3rd of the screen. the light being in the very middle makes it seem like your going down a tunnel, along with the camera being close to the floor/wall making the viewer feel caustraphobic. i expect you will be adding more environment pieces so i wont comment on that part.

English Mobster
February 1st, 2009, 04:30 AM
My only comment is:
Why is there light coming out of the wall? :raise:

ExAm
February 1st, 2009, 06:14 AM
My only comment is:
Why is there light coming out of the wall? :raise:
It's a wall mounted light whose brightness is so intense that it obscures the light itself :eng101:

DaaxGhost
February 2nd, 2009, 05:30 PM
http://i189.photobucket.com/albums/z115/daax_2007/fuckyouok.jpg

Something Old (Premade) I'm going to start working on again and make it look better.. Yea blah blah it's all boxes and w/e. Don't point out the obvious.

killer9856
February 2nd, 2009, 09:08 PM
Bullets shot out from the side? His partners are screwed....

DaaxGhost
February 2nd, 2009, 09:09 PM
That's where the muzzle-flash flies out. Not the bullets.

Geo
February 2nd, 2009, 09:26 PM
It is still a pretty cool gun.

Con
February 2nd, 2009, 09:56 PM
Bullets shot out from the side? His partners are screwed....
:downs:

MetKiller Joe
February 3rd, 2009, 03:40 PM
http://img144.imageshack.us/img144/7803/trimlg0.jpg

Forerunner trim I've been working on. I'm struggling to get enough distinction between shapes; they seem to be blending a lot.

Jean-Luc
February 3rd, 2009, 03:44 PM
Texture looks fantastic, great detail, but I'm personally not crazy about that shade of blue. Personally, I would think a desaturated blue, maybe even blue-green would work best.

Advancebo
February 3rd, 2009, 03:57 PM
If those gray bars that are like this ")", and there on top of the lower ones, why are there scratches going to the lower levels if they are on the ")" bars?

MetKiller Joe
February 3rd, 2009, 04:12 PM
If those gray bars that are like this ")", and there on top of the lower ones, why are there scratches going to the lower levels if they are on the ")" bars?

Because when placed in-game, you won't be able to see that and because I didn't do the greatest job of making masks.

Pooky
February 3rd, 2009, 04:19 PM
Bullets shot out from the side? His partners are screwed....

I dunno if you were joking or not but that made me laugh hard

killer9856
February 3rd, 2009, 06:02 PM
http://img144.imageshack.us/img144/7803/trimlg0.jpg

Forerunner trim I've been working on. I'm struggling to get enough distinction between shapes; they seem to be blending a lot.

What I would do is put those ) onto the lighter metal right under it at the bottom. In the middle of those section, go forerunner crazy with designs, and merge it with those blue lights. You should use the blending option, by right clicking on a layer (so put the blue on a seperate layer all by itself) and click "Blending Option" you can achieve some pretty cool stuff.

I like your attempts. Not too sexy, but not to butt-ugly. If you want help, you can PM me anytime you want =)

Maniac
February 3rd, 2009, 09:04 PM
Make all the shapes 1st and fill them black, 50% grey and white (low to high), use this as a base layer and as a alpha. Then set all those heights (shades) as their own layer via copy (one for black, 50% grey and white) and only work in each layer individually (ctrl+leftclick on the small picture of the layer).

Limited
February 4th, 2009, 05:04 PM
In my opinion it needs more contrast between the dark and light areas. I'm not a fan of the blue either but part from that its great.

Invader Veex
February 4th, 2009, 07:04 PM
-pic-

Forerunner trim I've been working on. I'm struggling to get enough distinction between shapes; they seem to be blending a lot.

http://img21.imageshack.us/img21/5462/lightbriterf3.jpg

http://img21.imageshack.us/img21/3525/notsohotuh4.jpg

Also, get more variation in shapes. That's a pretty plain design. If you dont try having more shapes in there, they a series of lined lights in the back layer of that.

killer9856
February 4th, 2009, 09:25 PM
lol at the pics.

Wait a sec, did you use outer glow in the blending options? That can add a nice little glow to the lights to make it look like they are actually on. Also, render it so it looks cooler.

Con
February 4th, 2009, 11:31 PM
The texture looks more human than forerunner. Like veex said, those shapes aren't bold enough to justify a forerunner look. You collection of different colours and metals looks like something you would see in outskirts. Details of dirt and rust (I assume it's rust, that's how it looks) are not characteristic of forerunner textures, and even shapes alone give it away. The black lines leading to the lights remind me of hazard strips found in human architecture as well. Speaking of the lights, a lighter colour would do nicely and you could even add little highlights of blue light to the edges surrounding the lights. If you do that, don't forget to add the highlights to your multi if you plan on having the lights pulse. Another thing: don't rely so much on the drop shadows for depth. I think what you'll find works better is a bevelled look. Bevelling using the layer style isn't a bad way to block out the shading. You would then add your highlights and scratches to the edges where applicable. Scratches are hard to do well when you're using a mouse. I'd try playing with the brush presets and making a brush that can nail the look you want with the scratches.

mech
February 6th, 2009, 11:24 AM
http://img27.imageshack.us/img27/6123/ravenfj5.png

Can someone draw in a cockpit for me, I have all the screens set up but I don't know what I want the seat to look like.http://img27.imageshack.us/my.php?image=ravenfj5.png

TeeKup
February 6th, 2009, 11:28 AM
Ew a Raven. :x

mech
February 6th, 2009, 11:39 AM
Funny you say that. Ran into this problem while trying to make the cockpit armor, made a cock instead.

http://img244.imageshack.us/img244/1019/funnyps9.jpg

Malloy
February 6th, 2009, 12:59 PM
looks like someone took a pencil sharpener to that dick.

The control seat seems too far away from the control panels :P

mech
February 6th, 2009, 01:53 PM
There is no seat, that's just a posed character for scale.

Hunter
February 6th, 2009, 02:13 PM
http://img27.imageshack.us/img27/6123/ravenfj5.png

Can someone draw in a cockpit for me, I have all the screens set up but I don't know what I want the seat to look like.http://img27.imageshack.us/my.php?image=ravenfj5.png

I am luving that model.

killer9856
February 6th, 2009, 04:03 PM
You and your mechs....



<3

Llama Juice
February 6th, 2009, 07:20 PM
I made a quick flashlight.

http://img21.imageshack.us/img21/6536/flashlight1ly6.jpg
http://img21.imageshack.us/img21/7953/flashlight2bi8.jpg
http://img516.imageshack.us/img516/2172/flashlight3bm7.jpg

TeeKup
February 6th, 2009, 07:32 PM
Looks like a lightsaber.

DEElekgolo
February 6th, 2009, 07:39 PM
Fleshlight.

teh lag
February 6th, 2009, 07:51 PM
Fleshlight.

AH AHA AHA AHAH AHA YOUR SO CLEVER AND FUNEY LOLOLOLLOOLOLLOLOOLOOLOL

It looks.... good... I guess. It's a flashlight, I don't think there's much to crit about it.

Mech - I hate the Raven but I must say that's a pretty damn nice rendition of it. Though it's probably too late to do anything about it now, I'd decrease the size of the cockpit windows; they look a little to "open" imo.

MetKiller Joe
February 6th, 2009, 08:10 PM
I made a quick flashlight.

http://img21.imageshack.us/img21/6536/flashlight1ly6.jpg
http://img21.imageshack.us/img21/7953/flashlight2bi8.jpg
http://img516.imageshack.us/img516/2172/flashlight3bm7.jpg


Hehe, I like it. Hey, if all of that would be rubber, I'd buy it.

SnaFuBAR
February 6th, 2009, 08:46 PM
should've used the concord's cockpit, imo.

SnaFuBAR
February 7th, 2009, 10:47 AM
Dont make dildos...

AH AHA AHA AHAH AHA YOUR SO CLEVER AND FUNEY LOLOLOLLOOLOLLOLOOLOOLOL

:ssh:

=sw=warlord
February 7th, 2009, 08:21 PM
http://img3.imageshack.us/img3/5561/awesomepr9.jpg
http://img3.imageshack.us/img3/7779/whatsthatthenrq0.jpg
Any comments on what needs to be fixed?
the bolts on the slats are fairly high poly but il see how the finished work looks once done before i down scale some of the polygons.
E:
click spoiler for image of what a Dalek is supposed to look like.
http://www.dmmultimedia.com/Dalek/dalek_076s.jpg

teh lag
February 7th, 2009, 08:28 PM
At least show people what it's supposed to look like in the end if it's something so unclear... (I assume it's a Dalek).

A lot of the geometry on the top boxes looks really messy. Try to get your shapes to flow better from *all* angles.

=sw=warlord
February 7th, 2009, 08:40 PM
A lot of the geometry on the top boxes looks really messy. Try to get your shapes to flow better from *all* angles.Yeah i had a lot of trouble with those things as the slats don't transition too well with the top of the shoulder being circular and the bottom being more oval in shape.
I had contacted Snafubar to see if he could give any advice on how to go about it but i didn't get a reply.
The dome's i have no idea how im going to make them part of the mesh without intersections or screwing the skirt part up, the front 2 panels have a warp due to the actual dimentions being less than perfect.

Heathen
February 7th, 2009, 09:18 PM
Lol, it has a plunger and an egg beater on it.

What is it from?

=sw=warlord
February 8th, 2009, 06:59 AM
Lol, it has a plunger and an egg beater on it.

What is it from?
It's from a british TV show called Doctor who, (http://en.wikipedia.org/wiki/Dalek) its a mutated species put into battle armour. (http://www.youtube.com/watch?v=QbrxXr_lBds&feature=related)

Bastinka
February 8th, 2009, 12:31 PM
DALEKS RULE SUPREME!! EXTERMINATE!!

Man I love Doctor Who, or atleast the episodes where David Tennant played as the Doctor. Good show, I still think the Cybermen and Daleks are a bit overrated... especially the Daleks.

ExAm
February 9th, 2009, 01:47 AM
So I made a new avatar after a very long metal slug binge
http://i231.photobucket.com/albums/ee6/TheExAm/powexam2.gif

E: new version
http://i231.photobucket.com/albums/ee6/TheExAm/powexam4-1.gif

Pooky
February 9th, 2009, 10:38 AM
Should have made it an :awesome: smiley D:

ultama121
February 9th, 2009, 06:50 PM
ExAm, that's brilliant.

ExAm
February 9th, 2009, 08:19 PM
Gotta love them spritesheets :awesome:

Heathen
February 9th, 2009, 08:41 PM
Gotta love them spritesheets :awesome:
Make it more loopable by making him run in from the right side and make the EXAM powerup fade away.

Also, I have been playing metal slug alot. Thanks guy who stole my account and bought everything <3

ExAm
February 9th, 2009, 11:37 PM
I'm fucking done working on that thing, man. An hour and a half of copying and pasting and penciling. No more.

=sw=warlord
February 11th, 2009, 07:51 PM
http://img3.imageshack.us/img3/4299/renderml5.jpg
Not yet done, ive got the support structs and the pillar at the back done but i would like to know everyones comments so far.

Heathen
February 11th, 2009, 09:05 PM
looks good.

Joshflighter
February 12th, 2009, 07:17 AM
Is that how skinny the back thing is supposed to be? :o

Still cool. :)

killer9856
February 12th, 2009, 05:17 PM
Seems to be looking smooth.

Disaster
February 13th, 2009, 08:26 PM
http://i266.photobucket.com/albums/ii256/echo216/yodawgihearduleikARs.png

CADs AR model and my skin.

Heathen
February 13th, 2009, 08:40 PM
That looks way legit too.

badass.

Best AR I have seen.

Disaster
February 13th, 2009, 08:42 PM
Thanks lol <3

I spent 11 hours painting it today and is probably the most recent skin I have painted and actually put all my effort into.

Joshflighter
February 13th, 2009, 08:44 PM
Crap Disaster, where is that tut??? :O!

Amazing!

SnaFuBAR
February 13th, 2009, 08:47 PM
Not bad. Some of the scratches are a bit bizarre, though. Just forward/above the pistol grip it's scratched in a few directions, yet the raised area ahead of that is clean? Nonsense. I would revise that, as well as the scratching on the seam between the stock pad and the receiver. A lot of nonsense scratching going on, but the material representation is good, though you might also want to make the material of the trigger grip more defined. Is it metal? soft rubber? Can't tell, it just looks gray.

E: i just noticed the light scratching on the magazine well (area behind the trigger grip) has like... cross-hatch scratching. Nothing ever scratches like that.

Disaster
February 13th, 2009, 08:47 PM
Crap Disaster, where is that tut??? :O!

Amazing!
Every-time I record with camtasia all the videos are fucked up :mad:

Roostervier
February 13th, 2009, 08:48 PM
Some of the scratches really don't make sense, and overall the skin looks incomplete. There's just something missing. Otherwise, pretty good.

Disaster
February 13th, 2009, 08:50 PM
The cross hatch scratching was supposed to be where the gun was lying in the sand and some of the dust collected on the gun. Oh well. I'm not really in the mood to fix it up right now. I will do it later though. I'm tired.

Advancebo
February 13th, 2009, 09:02 PM
its....AMAZING.

Heathen
February 13th, 2009, 09:13 PM
its....AMAZING. :V
.

Geo
February 13th, 2009, 09:14 PM
I concur.

Invader Veex
February 13th, 2009, 09:15 PM
Like I said on halomaps, seems like there's scratches in some unnecessary places. and I see a huge brush in a couple places. And the indentations in the front being a significantly different color is a real turn-off for me. :(

And I wish you would've bumped that.

Disaster
February 13th, 2009, 09:17 PM
Like I said on halomaps, seems like there's scratches in some unnecessary places. and I see a huge brush in a couple places. And the indentations in the front being a significantly different color is a real turn-off for me. :(

And I wish you would've bumped that.
Yeah. I'm fixing it up >:U

I would paint a bump if halo ce had bump maps on non-bsp objects.

Invader Veex
February 13th, 2009, 09:20 PM
Yeah. I'm fixing it up >:U

I would paint a bump if halo ce had bump maps on non-bsp objects.


If you do them in photoshop correctly, they can look very nice.


The CMT AR in spv2 has it, also.
.

BobtheGreatII
February 13th, 2009, 09:24 PM
.

Those are faked bump maps.

Normal/Bump maps are not supported on non BSP objects.

Invader Veex
February 13th, 2009, 09:26 PM
Yes, by in photoshop, I was saying set the bump as an alpha map and use it to render lighting effects. And if done right, they look good.

killer9856
February 13th, 2009, 10:08 PM
Darn you dis. Im whipping out my tablet right now.

Rob Oplawar
February 13th, 2009, 10:25 PM
roboplawar (9:23:57 PM): GOD FUCK SHIT PISS WHY DO PEOPLE KEEP MAKING ARS?
roboplawar (9:24:02 PM): for fucks sake
roboplawar (9:24:04 PM): god dammit
roboplawar (9:24:08 PM): make something different already
roboplawar (9:24:09 PM): fuck
PharoaheZephyrus (9:24:36 PM): i know...
roboplawar (9:24:38 PM): it's not even an extremely interesting looking weapon
The message you have entered is too short. Please lengthen your message to at least 1 characters.

Bastinka
February 13th, 2009, 10:26 PM
Well stopping people never works..

Disaster
February 13th, 2009, 10:59 PM
The message you have entered is too short. Please lengthen your message to at least 1 characters.
I got bored and I had CADs model lying arround so I figured I'd texture it.

kenney001
February 14th, 2009, 12:34 AM
Looks very nice. Remove some of the unnecessary scratches, and it'll be one of the best.

Also, as for bump maps, you just make a good specular map and it works pretty close to real bump if done right...

KiDD
February 14th, 2009, 11:51 AM
http://img528.imageshack.us/img528/3083/uglybansheepo2.jpg

If its just hands down *Shoot me in the face* ugly, just say it! Lol, I posted it just to post it. Was messing with filters and that's what I got.

Con
February 14th, 2009, 12:11 PM
It's ugly, but I like the idea of a red banshee. Try lowering the saturation a bit on it, and it looks like it still uses purple reflections.

Sel
February 14th, 2009, 12:22 PM
Some edited textures, all geo's work of course except with a few shitty shader and bitmap tag things that I did.

http://www.hivclan.net/hivshack/images/osvhztubskr9z46xw0sh.jpg

http://www.hivclan.net/hivshack/images/xctp1zflbfo78gdp9db4.jpg

http://www.hivclan.net/hivshack/images/8f8sn78mykk4sy71wla.jpg

And a few week old pictures of Revelations with mass's bases.

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

http://i93.photobucket.com/albums/l42/selentic/Models/supducky2.jpg

Joshflighter
February 14th, 2009, 01:26 PM
Crap that base is amazing.


I just dont like those cliffs, they look to up going.. its not always like that... But still, cool. :)

Bastinka
February 14th, 2009, 02:07 PM
Base is really good, appeals to my eyes. Cliffs look really nice too, ground lacks hills and bumps.

Hunter
February 14th, 2009, 02:41 PM
I really like the base design. The small cover parts on it could do with making biger though. Or some other sort of detail.

Sel
February 14th, 2009, 03:19 PM
And a few week old pictures of Revelations with mass's bases.


Seems a handful of folks didn't notice this sentence :S

Malloy
February 14th, 2009, 03:26 PM
Then give some pictures that arent Mass's base orientated, like a couple of birdseye views of the map.

killer9856
February 14th, 2009, 03:27 PM
I like the new textures.

Sel
February 14th, 2009, 05:15 PM
Then give some pictures that arent Mass's base orientated, like a couple of birdseye views of the map.

There are already a handful of renders of that scattered about this thread.

There is no point in taking more renders of the level, and the ingame state of the level is bad shaders, shitty placeholder bitmaps, and clipping issues.

Corndogman
February 14th, 2009, 05:54 PM
ground lacks hills and bumps.

It's the clay renders, they usually tend to screw those up.

Mass
February 14th, 2009, 06:22 PM
It's the clay renders, they usually tend to screw those up.
Not to mention the fact that you can't see any terrain in those renders that isn't right around the bases, lol.

jngrow
February 14th, 2009, 06:53 PM
Fuck, I love that base. Probably my favorite fan-created forerunner base ever. How long did that take you Mass?

Mass
February 14th, 2009, 07:38 PM
Front piece that hangs over the cliff was between 4-6 hours of not-so-serious work. I originally did it for Ross's map Schism, but I'm not sure if he's still working on it. (It's still yours to use Ross, if you'd like, and I've been trying to talk to you about this for a looong time.)

The rear section and the basement (which sel didn't post) took another 3-4 hours.
Those are rough estimates and I'm not a very concentrated modeler most of the time.
Ten hours at about 40-45% faffing.

teh lag
February 15th, 2009, 11:19 AM
Just an innocent WIP Zeus passing through here.

http://img21.imageshack.us/img21/4804/zeus06pr1.png (http://imageshack.us)
http://img134.imageshack.us/img134/4093/zeus05fi9.png (http://imageshack.us)
http://img5.imageshack.us/img5/1476/zeus04iv8.png (http://imageshack.us)

Yeah, I know the right arm is supposed to be a missile platform rather than a generic hueg-class cannon, but I couldn't get boolean to work cleanly so I just said fuck it.

I would really really really really really really like it if someone could suggest a better way to to the arm joints. I absolutely hate what I've got now.

killer9856
February 15th, 2009, 11:36 AM
I like the middle section. I can't think of an idea for the arms though :(

Hunter
February 15th, 2009, 12:25 PM
http://img24.imageshack.us/img24/391/h3mtbattlerifle5vj0.jpg

HDoan has gotten my BR ingame. Ignore the large numbers. Disaster is texturing it. :P Dee unwrapped it.

Heathen
February 15th, 2009, 12:47 PM
The hud looks nice :D

Disaster
February 15th, 2009, 12:55 PM
And the BR is going to look even better when I finish with it hopefully.

Hunter
February 15th, 2009, 01:05 PM
This mod is coming together nicly. Although, a lot of content is pretty high poly.

mech
February 15th, 2009, 02:07 PM
Just an innocent WIP Zeus passing through here.
I would really really really really really really like it if someone could suggest a better way to to the arm joints. I absolutely hate what I've got now.

http://sarna.net/wiki/images/6/61/3025_Zeus1.jpg

Arm joints.

Invader Veex
February 15th, 2009, 07:28 PM
HDoan has gotten my BR ingame. Ignore the large numbers. Disaster is texturing it. :P Dee unwrapped it.

Eh? Since when?

RobertGraham
February 15th, 2009, 08:04 PM
What do you think about the 2 sigs I made? Took me about 5 mins in GIMP, lol

http://fc78.deviantart.com/fs40/f/2009/036/8/4/Firefox_Userbar_by_iTails.png
http://fc32.deviantart.com/fs41/f/2009/036/7/3/iTunes_Userbar_by_iTails.png

Disaster
February 15th, 2009, 08:28 PM
http://i266.photobucket.com/albums/ii256/echo216/yodawgihearduliekBRs.png
Hunters BR / my skin

E: Give me crit please! I want to know whats wrong with it so I can get better.

Roostervier
February 15th, 2009, 10:18 PM
Again, your scratches don't really make sense, especially in the mag area. Try adding a little colour to the metal, too, it looks greyscale atm. Also, that front grip is probably supposed to be rubber. Leave it as metal if you want, but it makes more sense as rubber to me.

Sel
February 15th, 2009, 10:36 PM
Stop with the scratches, these are weapons that will be spawned new, when you start a game, from the magical military mobile that goes around dumping them around the map, the UNSC does not find their weapons in the middle of a desert, they build them before the battle, just fyi since you don't seem to know this.

Geo
February 15th, 2009, 10:51 PM
Lol magical military mobile...

Hunter
February 16th, 2009, 05:39 AM
The grip should be rubber. And I would prefer scratches. Imagine what it would look like with no scratches... very boring metal colour. And like flyinrooster said, add some colour, like red and blue. at about 10% transparency or less.

Looks nice though.

Edit:
Red should be rubber:
http://i58.photobucket.com/albums/g268/martynball/rubber_parts_BR.jpg

Malloy
February 16th, 2009, 02:55 PM
http://i266.photobucket.com/albums/ii256/echo216/yodawgihearduliekBRs.png
Hunters BR / my skin

E: Give me crit please! I want to know whats wrong with it so I can get better.


Fuck dude those scratches artificially stand out. Looks like someone took a scouring pad to it.

- Yeh, the guns usually look pretty pristine in Halo 3 but to give it that 'wear n tear' look make the scratches less sharp and more subtle.

E: After I looked at it some more, I have concluded that the handle is fugly. fix that. :D

Sel
February 16th, 2009, 02:57 PM
There's also the fact to consider that the scratches will be identical on every weapon the player picks up, better to just go with the nice plain metal :S

Hunter
February 16th, 2009, 03:01 PM
Plain = Boring.
It is a game, people are not going to make millions of textures just so scratches are in different places.

Corndogman
February 16th, 2009, 03:31 PM
There's also the fact to consider that the scratches will be identical on every weapon the player picks up, better to just go with the nice plain metal :S


Plain = Boring.
It is a game, people are not going to make millions of textures just so scratches are in different places.

Like Malloy said, go subtle. Scratches are good, it makes it less boring, but if they stand out too much, and since every weapon is the same it will be too noticeable.

Disaster, I dont really like how defined and scratched up all the edges are, every one of them looks like you rubbed sand and rocks in every crevice. It's good to have a little wear and tear, but right now it looks like something out of Far Cry 2, not Halo.

Hunter
February 17th, 2009, 01:03 PM
Cockpit

http://i58.photobucket.com/albums/g268/martynball/hornet_4_Cockpit.jpg

Body
http://i58.photobucket.com/albums/g268/martynball/hornet_3.jpg
http://i58.photobucket.com/albums/g268/martynball/hornet_2.jpg
http://i58.photobucket.com/albums/g268/martynball/hornet_1.jpg

Whole thing will and needs to be retouched when finished. Tail is a place holder.

DEElekgolo
February 17th, 2009, 08:18 PM
Ha you said cock.
I think the gyros need to be spread apart a little more.

ShadowSpartan
February 17th, 2009, 08:30 PM
Ha you said cock.
Shows how immature you are. :rolleyes:

Anyway, Hunter, I can't wait to see the finished model. All of your H3 models look pretty good compared to the originals.

Heathen
February 17th, 2009, 08:30 PM
Ha you said cock.
I think the gyros need to be spread apart a little more.
Bro, could we cut back on posts like these?

It makes me hurt inside for liking you.

Also, I think the gyro's are fine.

Masterz1337
February 17th, 2009, 08:52 PM
Looking good so far. To bad it will never work like a real hornet if you put it in CE though.

Masterz1337
February 17th, 2009, 08:54 PM
Stop with the scratches, these are weapons that will be spawned new, when you start a game, from the magical military mobile that goes around dumping them around the map, the UNSC does not find their weapons in the middle of a desert, they build them before the battle, just fyi since you don't seem to know this.

How do you know it isn't for SP? And since when have MP weapons had to be brand new? Look at the AR for instance.

Disaster
February 17th, 2009, 08:55 PM
Your trapped on a ring. I don't think your getting brand new weapons :|

DEElekgolo
February 17th, 2009, 09:02 PM
Also during the midst of battle I dont think weapons would be brand spanking new. Marines never got to get that "new gun smell."

Heathen
February 17th, 2009, 09:21 PM
Also...its a game?

We can stop making ridiculous excuses if you remember that.

DEElekgolo
February 17th, 2009, 09:22 PM
No wai

kid908
February 17th, 2009, 10:41 PM
Blast from the past!!! Well the spiker is one of the first model I ever made, if not the very first (custom) and make a good comparrison of my progress with time. What do you think of the new spiker?


spiker V3: (Yesterday and Today: ~2-3 Hours?)
tris: 2311
vertices: 1238
http://i113.photobucket.com/albums/n211/kid908/spikerv3.jpg
http://i113.photobucket.com/albums/n211/kid908/spikerv3w.jpg


spiker V2: (1-2 months before Halo 3's release: ~4 Hours)
tris: ~4.5k-4.7k
vertices: ~2k-6k (yeah i know but i only have the obj file left and that's the closest i can get to original)
http://static1.filefront.com/images/personal/k/kid908/66403/gkncgikykc.jpg
http://i113.photobucket.com/albums/n211/kid908/Image_05-15-2008_08-17-39.jpg


spiker V1: (2.5 years ago: your guess is as best as mine)
tris: you guestimate
vertices: horrible horrible
http://i113.photobucket.com/albums/n211/kid908/1renderofspiker.png
Also I need a skinner who can make a skin after I UV unwrap the model and is willing to make it open source.

Heathen
February 17th, 2009, 10:45 PM
Lol, wtf.

One of them is upside down.

kid908
February 17th, 2009, 10:46 PM
Lol, wtf.

One of them is upside down.

if you're talking about v1. from what they released back then, i always imagined them being able to flip up and lock for carrying...u know how dangerous it is carrying a pointed blade?

DaneO'Roo
February 18th, 2009, 02:26 AM
http://i266.photobucket.com/albums/ii256/echo216/yodawgihearduleikARs.png

CADs AR model and my skin.

http://img9.imageshack.us/img9/6571/yodawgihearduleikarsia7.jpg

I don't care that it's an old post, it's still valid cause it looks bad.

The yellow stuff i did isn't meant to be simply scratches. Detail is more than just that. Metal oxidization, oil rubbing etc.

SnaFuBAR
February 18th, 2009, 02:37 AM
brilliant post tbh

DaneO'Roo
February 18th, 2009, 03:05 AM
your sig is brilliant

Sel
February 18th, 2009, 07:16 AM
How do you know it isn't for SP? And since when have MP weapons had to be brand new? Look at the AR for instance.

They never have had to be, and yes there is a logical reason for scratches to show up, but it's always bothered me to see the exact same scratches on every weapon I pick up.

Advancebo
February 18th, 2009, 07:18 AM
Blast from the past!!! Well the spiker is one of the first model I ever made, if not the very first (custom) and make a good comparrison of my progress with time. What do you think of the new spiker?


spiker V3: (Yesterday and Today: ~2-3 Hours?)
tris: 2311
vertices: 1238
http://i113.photobucket.com/albums/n211/kid908/spikerv3.jpg
http://i113.photobucket.com/albums/n211/kid908/spikerv3w.jpg

You should make the top of the blades curve up more.

Hunter
February 18th, 2009, 09:28 AM
Lots of inaccuracys but it looks okay.

Geo
February 18th, 2009, 09:31 AM
Not that it really matters, but the two barrel things in the front have too many sides. I think it looks more brutish when their aren't so many sides.

Hunter
February 18th, 2009, 12:32 PM
Not asking for crit yet, as you can see, it is all over the place Lol.

It will look way better with the "feet".

http://i58.photobucket.com/albums/g268/martynball/hornet_4.jpg

Triangles: 2566

teh lag
February 18th, 2009, 01:57 PM
Not asking for crit yet, as you can see, it is all over the place Lol.


The Studio Quick-Crit Thread

A lot of the places where shapes blend (ex : back of cockpit, tail) look funky. I'd reccomend going over your transitions before making this a final model. The bottom looks really awkward too, though that may be because there's so little to the model. The solid... "block" (for lack of a better word) underneath the wings is particularly out-of-place.

Hunter
February 18th, 2009, 02:48 PM
transitions?

teh lag
February 18th, 2009, 03:00 PM
http://img22.imageshack.us/img22/4915/hornetop2.jpg (http://imageshack.us)

These places, where one shape meets another.

Hunter
February 18th, 2009, 03:10 PM
Ohh right. I get ya. Cheers.

Edit: How do you reset the bounding box or whatver its called so it is level? The box which shows when you have an object selected.

Disaster
February 18th, 2009, 03:17 PM
Thanks dane. I will get started on improving my AR based on your post. I was waiting for your post :)

Corndogman
February 18th, 2009, 04:42 PM
Ohh right. I get ya. Cheers.

Edit: How do you reset the bounding box or whatver its called so it is level? The box which shows when you have an object selected.

Not sure if this is what you mean, but press J.

Hunter
February 18th, 2009, 04:46 PM
That just hides it.

mech
February 18th, 2009, 04:57 PM
Reset X form.

SnaFuBAR
February 18th, 2009, 05:51 PM
click on the hammer to the right side, go to reset x form, and then click reset selected.

kid908
February 18th, 2009, 07:08 PM
Lots of inaccuracys but it looks okay.

uh...yours looks more inaccurate than mine...

Hunter
February 18th, 2009, 07:31 PM
Sorry big man. But where did I mension my spiker?

You want to get personal or something? Eh?

http://i113.photobucket.com/albums/n211/kid908/spikerv3w.jpg
http://www.planetxbox360.com/files/2007/march/spiker.jpg
http://i58.photobucket.com/albums/g268/martynball/spiker_2009.jpg

Compare. Would help to see yours if we didnt get a birdseye view...

Im not spending hours arguing btw. So if you reply then argue with your self. I really cba.

TeeKup
February 18th, 2009, 08:20 PM
uh...yours looks more inaccurate than mine...

Your blades are misshapen and it's far too long.

kid908
February 18th, 2009, 08:49 PM
Sorry big man. But where did I mension my spiker?

You want to get personal or something? Eh?

http://www.planetxbox360.com/files/2007/march/spiker.jpg
http://i58.photobucket.com/albums/g268/martynball/spiker_2009.jpg

Compare. Would help to see yours if we didnt get a birdseye view...

Im not spending hours arguing btw. So if you reply then argue with your self. I really cba.

here:

http://i113.photobucket.com/albums/n211/kid908/spiker3.jpg

SnaFuBAR
February 18th, 2009, 08:51 PM
they're both mediocre.