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=sw=warlord
March 28th, 2009, 02:22 PM
looking much better, still needs less grey though, maybe try setting a few lense flares or see if snafubar can think of a way for the diamond to break the light up to its spectrum.

Corndogman
March 28th, 2009, 04:48 PM
It looks way too cluttered now, the main diamond is reflecting and refracting all the background stuff and it makes the caustics look gross in the middle.

Hunter
March 29th, 2009, 08:16 AM
http://i58.photobucket.com/albums/g268/martynball/SMG_6.jpg
Any better.

rossmum
March 29th, 2009, 08:25 AM
No. Lose the rail. We've been over this; rails are not a fix for a lack of interesting shapes, they exacerbate the problem (not to mention that if this is meant to be canon, they're completely out of place). Smooth the top out like it is ingame, don't leave it boxy and don't cover a boxy surface with a whole shitload of boxy repeating shapes. Ditch the ridges on the collapsing stock as well; they're a waste of polies and make no sense. Once that's done, move the cocking handle forwards, right to the front end of the receiver, and shorten it. Add a notch for it to lock open.

If you're going to go balls-to-the-wall with detail, you may as well get the basics right.

Hunter
March 29th, 2009, 08:46 AM
Okay, I guessed you where going to say ditch the rails Lol. The rails on the collapsing stock are on it in Halo 3 OSDT. Thats why I put them on. Should I add small holes to make the stock lock into place instead? Because it needs some sort of technique other wise it would just move backwards and forwards.

Also I added a cocking handle sorta thing to the clip, basicly I though it could be used to release the clip, instead of it just falling of.. That a good idea?

rossmum
March 29th, 2009, 09:13 AM
I'm guessing this is for CE, so normals are out; just texture them on. You're not that likely to notice them, and they wouldn't be hugely visible anyways. As for alternative locking mechanisms... feasibly you could have a smooth surface, as long as it wasn't slippery and there were decent enough clamps to hold it steady. The SMG isn't exactly a powerhouse.

Whatever you go with, skin them on. There's no need to waste polies on something you won't be paying much attention to, they could be better used to round out the top cover. For the mag release, I'd suggest a button or pressure pad rather than that, it just doesn't look quite right. Perhaps something similar to your average plastic strap buckle, but without the central prong? If you have to squeeze the top and bottom at the same time, it makes it hard to accidentally release the mag, and it could also be kept fairly low-profile so as not to intrude too much on the design. Just two little buttons or tabs poking out of the magwell would be all it'd take.

Hunter
March 29th, 2009, 04:55 PM
I model for looks, I dont bother about putting in game. H3MT might use it if they want to. That is why I am making it high poly. I could texture bake it and texture it easier with that.

Roostervier
March 29th, 2009, 05:05 PM
Uh, if that's the case then why is it boxy on the top and in other places? If you're going to make a highres mesh then don't half ass it, go all the way with it. Make it like this:

http://img144.imageshack.us/img144/4373/wip3mm0.jpg
The model is kimono's.

If you really don't care about poly count, then quit modeling low poly meshes.

Hunter
March 29th, 2009, 06:05 PM
Okay then, lets say I model medium detail... w.e

Disaster
March 29th, 2009, 09:38 PM
Kimono is really good at sub-d modeling

Cagerrin
March 29th, 2009, 09:43 PM
http://farm4.static.flickr.com/3539/3397368866_772dda9a9a_o.png (http://www.flickr.com/photos/cagerrin/3397368866/)

Beam tower based on Halo 3 concept art. May or may not make it ingame.

mech
March 29th, 2009, 09:48 PM
Looks great!

Heathen
March 29th, 2009, 09:53 PM
Okay, I guessed you where going to say ditch the rails Lol. The rails on the collapsing stock are on it in Halo 3 OSDT. Thats why I put them on. Should I add small holes to make the stock lock into place instead? Because it needs some sort of technique other wise it would just move backwards and forwards.

Also I added a cocking handle sorta thing to the clip, basicly I though it could be used to release the clip, instead of it just falling of.. That a good idea?
Leave the rails.

http://farm4.static.flickr.com/3539/3397368866_772dda9a9a_o.png (http://www.flickr.com/photos/cagerrin/3397368866/)

Beam tower based on Halo 3 concept art. May or may not make it ingame.
i actually like it alot.

Sever
March 29th, 2009, 10:36 PM
http://www.modacity.net/forums/picture.php?albumid=76&pictureid=422
Make the larger fin (but not anything else) wider, and while doing so, widen the front edge of it as well, and add an intrusion (see Valhalla's towers). Add more of the magnetic accelerators along the beam emitter - two just isn't enough - and have them on a different face than their support structure as well (deeper or shallower - either works, depending on whether you want it to be a sleeker or more industrious Forerunner style), of which also needs its front face's angle to match the rest*. Finally, put a platform underneath the structure with an interior space connecting to the corrected front face, including an open area in which the player can see and be killed by the beam, to give it a game-play purpose other than just background scenery.

*...it's front to match the overhanging tower's bird's-eye profile - doorways connecting to the interior would work best on the two angled edges.

Also, Cagerrin, don't let this post scare you away or make you think your work is rubbish - I only ever really comment on work that already shows potential, and could probably be a modest finished product as-is.

Cagerrin
March 29th, 2009, 11:09 PM
Make the larger fin (but not anything else) wider, and while doing so, widen the front edge of it as well, and add an intrusion (see Valhalla's towers). Add more of the magnetic accelerators along the beam emitter - two just isn't enough - and have them on a different face than their support structure as well (deeper or shallower - either works, depending on whether you want it to be a sleeker or more industrious Forerunner style), of which also needs its front face's angle to match the rest. Finally, put a platform underneath the structure with an interior space connecting to the corrected front face, including an open area in which the player can see and be killed by the beam, to give it a game-play purpose other than just background scenery.
Blargh, should've stated exactly how I'd be placing it in the first place. It's not going to be a playable area, just background, positioned like the towers below.

http://www.majhost.com/gallery/TalonX/randomstuff/Inspiration/Terrain-Buildings/waypointrefs_002.jpg

More accelerators are go, as is groove if I can make it not look fat.

Edit: Certainly won't, I've done a good deal of creative stuff(Lego, heh) elsewhere, and this sort of reply is the polar opposite of the sort of crap I usually get, so it's kinda nice for a change.

PenGuin1362
March 29th, 2009, 11:18 PM
No. Lose the rail. We've been over this; rails are not a fix for a lack of interesting shapes, they exacerbate the problem (not to mention that if this is meant to be canon, they're completely out of place). Smooth the top out like it is ingame, don't leave it boxy and don't cover a boxy surface with a whole shitload of boxy repeating shapes. Ditch the ridges on the collapsing stock as well; they're a waste of polies and make no sense. Once that's done, move the cocking handle forwards, right to the front end of the receiver, and shorten it. Add a notch for it to lock open.

If you're going to go balls-to-the-wall with detail, you may as well get the basics right.


Rails aren't for lack of detail, they're incredibly popular and allow for weapons to be more versatile than a weapon without rails. So don't lose them, just fix them a bit, they look off.

rossmum
March 29th, 2009, 11:20 PM
I know that's what they're for in the real world, but people tend to use them to try and make something look more complex and detailed than it really is when they're modelling.

Anyway, prominent 1913s have no place in the Halo universe, we've been through this.

Hunter
March 30th, 2009, 05:37 AM
I think I have modelled them right from the refs, They need to be making bigger or something? Because I dont get how they look off.

kid908
March 30th, 2009, 10:51 AM
Any better.

here's some stuff i see is wrong...(if you're going for accuracy)

http://i113.photobucket.com/albums/n211/kid908/SMG_6.jpg

Cagerrin
March 30th, 2009, 04:44 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090330134001_30s.png

Sever
March 30th, 2009, 04:49 PM
Now THAT'S a nice piece of Forerunner architecture! It might look a tad less blade-ey if you made the groove down the middle thinner - right now you have it taking up about 3/4 of the leading edge, and leaving only 1/8 on either side. I'd say go for a 1:2:1 ratio rather than the current 1:6:1. Other than that, it looks great!

SnaFuBAR
March 30th, 2009, 05:14 PM
top should be thinner than the bottom.

Sever
March 30th, 2009, 05:34 PM
That all depends on if he wants it to or not - not every Forerunner beam emitter tapers to a blunt point when viewed from the front. Take a look at Valhalla's towers:http://images2.wikia.nocookie.net/halo/images/b/b5/Val_ext3.jpg
Their edges are parallel all the way up, until they reach the top where the leading edge's profile projects itself and causes the chamfered edges.

paladin
March 30th, 2009, 08:06 PM
http://img16.imageshack.us/img16/641/camera5g.th.jpg (http://img16.imageshack.us/my.php?image=camera5g.jpg)

Mainly the grass. I finally figured out how to render it. Im working on the density of it but how does it look so far?

Sever
March 30th, 2009, 08:17 PM
Honestly it doesn't look good at all. If you can still easily see that it's just a bunch of the same sprites, then it obviously isn't working. The shape of the grass isn't that organic, and it needs a much higher range of values and colors. Vastly increase the density as to hide the sprites' bottom edges and create the illusion of actual grass. If you want thinner grass, use a set of sprites that display that, not less sprites.

Keep it up though - the palm trees look great and act as proof that you know what to do.

paladin
March 30th, 2009, 08:44 PM
ty, i finally got it to do what i wanted after a few hours. thanks. ive done a lot already on it.

BobtheGreatII
March 30th, 2009, 10:37 PM
Ha anyone else noticed, that irl shadows aren't that sharp? Like seriously. For stuff (not so much this render, but like games) that are aiming for photo realism. The lack of soft shadows bothers me. Just thought I would throw that out there.

paladin
March 30th, 2009, 10:48 PM
For that render, to save time, i didnt render with the best shadow properties. That only have low quality final gather and minimal light sources. But yeah I understand what your say in general.

Jean-Luc
March 30th, 2009, 10:49 PM
Ha anyone else noticed, that irl shadows aren't that sharp? Like seriously. For stuff (not so much this render, but like games) that are aiming for photo realism. The lack of soft shadows bothers me. Just thought I would throw that out there.

Main reason for this? Processing power. Soft-shadows cause a HUGE performance hit (usually) as opposed to ray-traced (hard edged) shadows.

E: Actually paladin, if you use Shadow Map for your shadows with a bias of 0.2-0.4, you'll be able to render faster with more realistic shadows (for the time being)

Con
March 30th, 2009, 11:16 PM
http://www.majhost.com/gallery/TalonX/randomstuff/Inspiration/Terrain-Buildings/waypointrefs_002.jpg

anyone got a link to this art and more?

Heathen
March 30th, 2009, 11:24 PM
anyone got a link to this art and more?
http://www.majhost.com/cgi-bin/gallery.cgi?f=179551

paladin
March 30th, 2009, 11:38 PM
Main reason for this? Processing power. Soft-shadows cause a HUGE performance hit (usually) as opposed to ray-traced (hard edged) shadows.

E: Actually paladin, if you use Shadow Map for your shadows with a bias of 0.2-0.4, you'll be able to render faster with more realistic shadows (for the time being)

TY will do ;)

http://img18.imageshack.us/img18/4108/camera5.th.jpg (http://img18.imageshack.us/my.php?image=camera5.jpg)

Put in various colors/types. I plan on adding 2 more. Still working on desity, volume, and scale.

Sever
March 31st, 2009, 12:48 AM
anyone got a link to this art and more?You can also get The Art of Halo 3 (http://www.amazon.com/Art-Halo-Prima-Official-Book/dp/0761560726/ref=sr_1_1?ie=UTF8&s=books&qid=1238474805&sr=1-1) book. I have it and it has a whole bunch of pre- and post-completion artwork.

paladin
March 31st, 2009, 11:26 PM
http://img11.imageshack.us/img11/4108/camera5.th.jpg (http://img11.imageshack.us/my.php?image=camera5.jpg)

I remade the palm tree. Completely new model (x5 the polys) updated the textures (increased size and add 2 detail layers) and updated normals, opacity and added a specular to the frond. Ill add a more close up shot of the tree and fronds.

e: and the opacity map has some errors. I need to fix some of the values where the bitmap is still visible the corners.

e2: new version. the middle is the old.
http://img18.imageshack.us/img18/3415/camera5d.th.jpg (http://img18.imageshack.us/my.php?image=camera5d.jpg)

Newbkilla
April 1st, 2009, 09:33 PM
Just started working on this today. I was trying to aim for a sci-fi style hallway.

http://img16.imageshack.us/img16/3066/scifihallway.jpg

http://img16.imageshack.us/img16/4951/sexwgu.jpg

It's about 24k triangles. This may, or may not go in game. If I were to put this in game, I would have to re-do the wires. Because those combined are a total of 18k triangles.

CSFLOYD
April 1st, 2009, 10:46 PM
Very nice. but is this forerunner? Or human? Hard to tell.

E: NVM I forgot to read the title, nice.

Joshflighter
April 1st, 2009, 10:59 PM
:iamafag: i liek it


Ehy whats up? I have some advise for you, go die in a pit of shit. Eh?


Anyways, That's looking awesome newbkilla, only thing is that the things at the bottom when cloned dont look as good. At Least IMO. :)

ThePlague
April 2nd, 2009, 02:12 AM
The placement of detail could be more even, mostly more on the bottom. And where it connects at the top is horrid. But other than that it's alright.

CSFLOYD
April 2nd, 2009, 06:46 AM
Ehy whats up? I have some advise for you, go die in a pit of shit. Eh?


Anyways, That's looking awesome newbkilla, only thing is that the things at the bottom when cloned dont look as good. At Least IMO. :)
Nah I'd rather not... You would probably sue for breaking and entering.

Advancebo
April 2nd, 2009, 08:29 AM
Add something between each wire holder.

Hunter
April 2nd, 2009, 09:17 AM
Just started working on this today. I was trying to aim for a sci-fi style hallway.

http://img16.imageshack.us/img16/3066/scifihallway.jpg

http://img16.imageshack.us/img16/4951/sexwgu.jpg

It's about 24k triangles. This may, or may not go in game. If I were to put this in game, I would have to re-do the wires. Because those combined are a total of 18k triangles.

Nice I like that, would +rep but need to spread around.

LlamaMaster
April 2nd, 2009, 01:11 PM
^ I really like that. A few things look off, but for the most part it looks good.

paladin
April 2nd, 2009, 01:28 PM
I work on the edges. For a sci-fi look, the edges are too harsh.

e: edges as in corners (not so boxxy)

MetKiller Joe
April 2nd, 2009, 01:38 PM
Those little insets at the bottom of every support/crescent shape don't seem to add much to the scene. IMO, it would look better if you had some kind of large repeating shape, and after, you could make things complex with normal maps.

I dunno, my two cents.

paladin
April 2nd, 2009, 05:53 PM
Also, there are too many flat surfaces without much detail. IMO a sci-fi looking area would not have many flat surfaces..

jngrow
April 2nd, 2009, 06:23 PM
You gotta fix the wires: either add little clips that hold them to the walls, or "increase" the tension. Right now they looks like they are magically floating in water or will fall out.

Looks cool overall though.

SnaFuBAR
April 2nd, 2009, 10:16 PM
Looks more future industrial than sci-fi.

Newbkilla
April 2nd, 2009, 10:21 PM
Well, I meant sci-fi as in futuristic. Halo is a futuristic game as well as a sci-fi game. But anyway, I'm going to somehow attach the wires to a wire holder, so they are not floating, I'm going to add more detail on the bottom, and I'm going to try and fix some sharp angles. I did some more today as well, it's about 30k triangles. (With wires and mirrored)

paladin
April 2nd, 2009, 11:54 PM
Wow.

MMFSdjw
April 3rd, 2009, 02:40 AM
Just started working on this today. I was trying to aim for a sci-fi style hallway.

Extend the pillar-ish thingys down accross the wall to break up the large flat space.

http://www.wku.edu/~wilkidj/html/untitled.jpg

Disaster
April 3rd, 2009, 04:13 PM
You should seriously optimize that thing because it has way more tris than it needs. Its probably your lofts.

NuggetWarmer
April 3rd, 2009, 07:18 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MCarms-1.png

BTW not for FP arms. These are going to be printed with CNC

Joshflighter
April 3rd, 2009, 07:20 PM
Whoa, thats awsome by far. :O

CSFLOYD
April 3rd, 2009, 07:20 PM
Might be the render,or its the model, but it looks squished in horizontally :\.
Otherwise great model!

Choking Victim
April 3rd, 2009, 07:24 PM
Are your forearms really that short? Looks nice, but they really need to be longer.

NuggetWarmer
April 3rd, 2009, 07:29 PM
@CV

They'll be longer, don't worry. I'm just basing them off my references at the moment, but once I'm done with the detailing I'll get a proportional human model to scale them onto.

@CSF

It's the angle.

SnaFuBAR
April 4th, 2009, 12:27 AM
hope that's nurbs or at least all quads to convert to nurbs, otherwise good luck cnc'ing that :giggle:

Jean-Luc
April 4th, 2009, 01:42 AM
http://img8.imageshack.us/img8/893/unseal.jpg


As I dick around :p

E: No, not finished

NuggetWarmer
April 4th, 2009, 01:43 AM
It's quads, but I have a few tris that managed to get in there that I need to clean up.

Any other crit? I was hoping for some long explanation of something I need to fix from one of you main guys.

Jean-Luc
April 4th, 2009, 04:36 AM
http://img15.imageshack.us/img15/9585/fingersj.jpg

We have an update. Should be done later today.

NuggetWarmer
April 4th, 2009, 05:30 AM
Wow, that's really cool. It'd be neat to see a Halo 1 animated movie with that kind of detail.

Anyway, progress. I changed the way the back parts connect to the front part. Is it good, or should I change to another look. I'll take suggestions btw. :)
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MCarms-2.png

NuggetWarmer
April 4th, 2009, 05:37 AM
-snip-

Heathen
April 4th, 2009, 11:46 AM
http://img15.imageshack.us/img15/9585/fingersj.jpg

We have an update. Should be done later today.
That looks really great!

Heathen
April 4th, 2009, 11:47 AM
-snip-
I keep thinking its bod making these hands and I think "shit...I didn't think bod could do ANYTHING"

They look great.

Disaster
April 4th, 2009, 04:56 PM
Working on some of the detail maps from sandtrap.

http://i266.photobucket.com/albums/ii256/echo216/wtfhax.jpg

DEElekgolo
April 4th, 2009, 05:40 PM
Is that in-game?

Disaster
April 4th, 2009, 05:43 PM
No. Just a simple f9 render except the size has been changed.

There is a diffuse and bump map in the scene.

Huero
April 4th, 2009, 07:46 PM
http://img15.imageshack.us/img15/9585/fingersj.jpg

We have an update. Should be done later today.

Crit: Make the scanlines more prevalent on the text on the screen
and imo the texture on the metal needs some sharpening

Jean-Luc
April 4th, 2009, 10:53 PM
http://img16.imageshack.us/img16/4922/almostdoneb.jpg

Almost done with this bugger. Any final suggestions before I do the final with post-processing and the like? And before anyone asks, yes, the JAF is my signature but not for my checks you degenerate scum immoral people. :p

Also Huero, I did end up trying that scanline look, but it actually took away from the piece so I'm gonna go with the original look instead.

Advancebo
April 4th, 2009, 11:14 PM
Dont the screens have each individual pixel?

And the letters need the pixel-e look to, so that you can see each little line thing.

Con
April 4th, 2009, 11:25 PM
Put a couple scratches and a couple dirt/dust specks (around the edges) on the screen. Also, have you tried making the little scratches on the metal surface shiny and not black? It would look more like metal that way and would suit the nice soft specular you've got on it.

edit:
what would look cool is the blurred reflection of a marines on the screen, like he's standing over it. "whoa!"

Huero
April 4th, 2009, 11:25 PM
Dont the screens have each individual pixel?

And the letters need the pixel-e look to, so that you can see each little line thing.

that's an obscene amount of detail you're asking for

MetKiller Joe
April 4th, 2009, 11:27 PM
http://img16.imageshack.us/img16/4922/almostdoneb.jpg

Almost done with this bugger. Any final suggestions before I do the final with post-processing and the like? And before anyone asks, yes, the JAF is my signature but not for my checks you degenerate scum immoral people. :p

Also Huero, I did end up trying that scanline look, but it actually took away from the piece so I'm gonna go with the original look instead.

That's beautiful. Can I get that in 1600x1200 or widescreen?

Con
April 4th, 2009, 11:29 PM
I'd love it as a background too once you do your final render and post-processing

Jean-Luc
April 4th, 2009, 11:29 PM
That's beautiful. Can I get that in 1600x1200 or widescreen?

I'll be rendering it at 1920x1200 and 1920x1080 later on. I'll do my best to attempt a full-screen version. I'll try to do the pixels, but no promises, and I'll give it a shot with the shiny scratches.

Huero
April 4th, 2009, 11:31 PM
Oh, and the keyboard now looks... out of place. I don't know why or how, but it does; just putting that out there.
like i did with my dick

Jean-Luc
April 4th, 2009, 11:35 PM
http://img155.imageshack.us/img155/7366/testingj.jpg

Not sure if I care for how pixels look on this particular piece, but the lighter scratches seem to be doing a good job. Gotta tweak their intensity still.

Con
April 4th, 2009, 11:36 PM
the buttons might look better with a bit more shape to them (like laptop keys), and slight shine around their convex edges.

edit: look's great, not sure whether I like the lines or the pixels more though... (combination? :x)

Jean-Luc
April 4th, 2009, 11:56 PM
http://img15.imageshack.us/img15/8321/testingk.jpg

Ignoring the "CBA to let it render" part of that. Is the convex on the bottom right kinda what you're thinking of?

Con
April 5th, 2009, 12:01 AM
yeah, exactly

Jean-Luc
April 5th, 2009, 12:04 AM
Right, I'll implement that. Also Huero, what were you saying about "Obscene amount of detail?"

haha [/insane]

Con
April 5th, 2009, 12:09 AM
If only the game had that much detail!

Advancebo
April 5th, 2009, 12:20 AM
Whats with the yellow around each key?

Con
April 5th, 2009, 12:23 AM
Whats with the yellow around each key?

http://farm1.static.flickr.com/67/228830139_f903fc4052.jpg?v=0

Jean-Luc
April 5th, 2009, 12:23 AM
@ Advancebo:

E: See Conscars^^^


@ the rest of you:

http://img18.imageshack.us/img18/9207/testingo.jpg

Anything else, or can I finally render this thing out?

Con
April 5th, 2009, 12:31 AM
looks great, unless anyone else has a suggestion go ahead

Jean-Luc
April 5th, 2009, 02:51 AM
http://img19.imageshack.us/img19/9785/hushedcasket1610pixels.jpg


Version one of the piece at 16:10 aspect ratio. I'll post the rest in my gallery thread.

itszutak
April 5th, 2009, 03:34 AM
http://img19.imageshack.us/img19/9785/hushedcasket1610pixels.jpg


Version one of the piece at 16:10 aspect ratio. I'll post the rest in my gallery thread.
I think the keys are supposed to be backlit, like this http://boldt.us/5264-4/saitek_eclipse_backlit_keyboard rather than outlined like you have it.

Other than that, I really like it and it may replace my current background.

klange
April 5th, 2009, 09:52 AM
Thank you for the new wallpaper. I've been meaning to replace this old Earth+sunrise one...

Jean-Luc
April 5th, 2009, 05:49 PM
Thank you for the new wallpaper. I've been meaning to replace this old Earth+sunrise one...

You're welcome. That scene was one down out of:

http://img22.imageshack.us/img22/3766/listoscenes.th.jpg (http://img22.imageshack.us/my.php?image=listoscenes.jpg)

:suicide:

But seriously, I intend to do a fair deal of those.

legionaire45
April 5th, 2009, 06:20 PM
I think it would look a bit better if the keys were more like full-height keyboard keys but I guess it's too late for that now :P

Looks good.

Con
April 5th, 2009, 06:30 PM
But seriously, I intend to do a fair deal of those.
That's actually a pretty unique project idea

Corndogman
April 6th, 2009, 09:19 PM
E: Never mind I figured it out. Vid will be up soon.

K here we go. This is my first animation ever. Its just a simple AR ready animation.

sQg7yuwMDR8

Default origins, though I might have moved them a little. Youtube cut off the last few seconds, guess I'll need to render again.

K, this is the last time im editing. Got everything working now. God I'm an idiot.

Jean-Luc
April 6th, 2009, 09:30 PM
Youtube uses .mp4 format

Heathen
April 6th, 2009, 09:51 PM
the buttons might look better with a bit more shape to them (like laptop keys), and slight shine around their convex edges.

edit: look's great, not sure whether I like the lines or the pixels more though... (combination? :x)
I actually rather the scanlines but it looks great anyways.

Joshflighter
April 6th, 2009, 11:00 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/bridge.jpg

It look "broken" or not?

It's still a WIP, but I'm trying to get the end of the bridge to not be high-poly, but still look broken.

Heathen
April 6th, 2009, 11:08 PM
have some of the inner beams bending, and have it broken further in with some of the wire grid showing.

ICEE
April 6th, 2009, 11:11 PM
*snippy*

Not much to crit there except the smoothness of the entering, the origin and the choice of motion you made. To be honest I wouldn't do a ready like that (anymore) because it doesn't really make sense, since theres really no place on the body that the gun would be coming from. Other than that, the motion looked fairly smooth, granted it was only a second long and that makes it hard to tell. I wouldn't set the thumb that way though, space between the fingers/arm and gun is not usually aesthetically pleasing. Good job for a first try corn

Corndogman
April 6th, 2009, 11:17 PM
I wouldn't set the thumb that way though, space between the fingers/arm and gun is not usually aesthetically pleasing.

Mind explaining that a little more? I'm not really sure what you mean there.

And yeah, I accidentally messed up the origin in the beginning but didn't realize it, I was using the original H1 origin. And yeah, It wasn't meant to be an ingame, so I didn't make it very technical. I wanted to make it look like the person was letting the gun hang at their side, then pulled it up into their hand so they could shoot.

I'll do something longer next time, but this was the first time i've ever tried animating so I wanted to keep it simple. Thanks ICEE!

rossmum
April 6th, 2009, 11:23 PM
It look "broken" or not?

It's still a WIP, but I'm trying to get the end of the bridge to not be high-poly, but still look broken.
Break is too straight. Unless something fell on it and snapped it off at a joint between prefab sections, it shouldn't be that 'neat'.

ExAm
April 7th, 2009, 01:41 AM
He means do something like this:
http://i231.photobucket.com/albums/ee6/TheExAm/Untitld-1-1.jpg

Hunter
April 7th, 2009, 08:29 AM
http://i303.photobucket.com/albums/nn159/Joshflighter/bridge.jpg

It look "broken" or not?

It's still a WIP, but I'm trying to get the end of the bridge to not be high-poly, but still look broken.



have some of the inner beams bending, and have it broken further in with some of the wire grid showing.

But have a chunk block of concrete hanging of the inner beams on an angle.

----------------------------------------------------------------------------

ODST Version. Reducing polys soon.
http://i58.photobucket.com/albums/g268/martynball/SMG_9.jpg

http://i58.photobucket.com/albums/g268/martynball/SMG_10.jpg

Mass
April 7th, 2009, 11:22 AM
I would think the rails, which I think make sense on this weapon and aren't completely out of canon, really ought to be like the br rails

http://i118.photobucket.com/albums/o97/nate-the-great_photos/brrails.jpg
IIRC

rossmum
April 7th, 2009, 11:37 AM
Not quite.

Snaf had a huge pic somewhere, I'd post it if I could be bothered to find it.

Joshflighter
April 7th, 2009, 11:38 AM
http://i303.photobucket.com/albums/nn159/Joshflighter/2now.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/1now.jpg

Edit: Any better? :o

Hunter
April 7th, 2009, 11:49 AM
http://i303.photobucket.com/albums/nn159/Joshflighter/2now.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/1now.jpg

Edit: Any better? :o

Perfect, would +rep but need to spread around.

rossmum
April 7th, 2009, 12:21 PM
Edit: Any better? :o
Considerably.

ODX
April 7th, 2009, 04:35 PM
Mind explaining that a little more? I'm not really sure what you mean there.Look at your thumb, besides that it is clipping the gun, there is also some space between the hand the gun, which is obviously not realistic. Now, take a look at the bottom middle of the screen, that's space between the gun and the arm, which I also dislike as much as ICEE does.

Yes, you used Halo 1's origins, I get it, but I wanted to tell you about the arms though too since I'm sure you didn't understand that one. Some weapons will require you to have space though, but there's tricks to get around it and such.

ExAm
April 7th, 2009, 04:40 PM
Sometimes a little bit of clipping between the hand and the gun can create the illusion of the hand compressing against the hard surface of the grip. That is, if you do it right. No clipping at all between the hand and the gun begins to look awkward, as it creates the impression that the hand is not made of flesh, but solid plastic.

Corndogman
April 7th, 2009, 04:55 PM
Thanks guys, I see what you mean. The hand should be rotated more so that the thumb is on the grip and not the side of the gun. And I'll pull it back so there's no space in between the hand and gun.

Invader Veex
April 7th, 2009, 11:12 PM
http://img24.imageshack.us/img24/5404/progress3.jpg

Working on some shaders for a H3 assault rifle and a spartan. Any suggestions on making them any better?

e. Here's some more pics

http://img9.imageshack.us/img9/8209/progress3a.jpg
http://img9.imageshack.us/img9/2130/progress3g.jpg

paladin
April 7th, 2009, 11:29 PM
Your cracks look off. go walk on your nearest sidewalk/ road and look how the concrete cracks.

http://img19.imageshack.us/img19/8260/bridge2.jpg
http://img13.imageshack.us/img13/7418/bridge3.jpg
http://img6.imageshack.us/img6/1337/bridge1j.jpg



Google the any bridge collapse and you can see how it breaks based on its structure.

Joshflighter
April 8th, 2009, 08:28 AM
I don't think Halo CE will support all that detail. :embarrassed:

Hunter
April 8th, 2009, 08:30 AM
http://i58.photobucket.com/albums/g268/martynball/SMG_Lowpoly1.jpg

4614 Triangles. That okay for in-game? Or is it better if I remove more?

4466 Triangles. Removed two things. Lol. Same question though ^

Con
April 8th, 2009, 09:54 AM
Noice shaders Veex, see if you can make the visor a little less bright though.

ICEE
April 8th, 2009, 12:33 PM
4614 Triangles. That okay for in-game? Or is it better if I remove more?

4466 Triangles. Removed two things. Lol. Same question though ^


Looks to me like you could bake in some of the details on the back of the receiver, the grip and the stock to cut triangles even further. I think that the front grip looks too boring and uncomfortable as well. It doesn't really fit the mould of the rest of the gun, which has more detail. You could bake in some detail for that too, but it mostly just seems too square.

Cagerrin
April 8th, 2009, 05:28 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/waypoint_render_3a_kerky.png

Jean-Luc
April 8th, 2009, 05:29 PM
I like that a lot, except for that one cliff/rock face near the furthest outlet. It's too jagged and stands out.

Cagerrin
April 8th, 2009, 05:42 PM
I like that a lot, except for that one cliff/rock face near the furthest outlet. It's too jagged and stands out.
I think it's just a smoothing problem, I'll see if I can fix it.

E: Thought so. Fixed.

rossmum
April 8th, 2009, 06:33 PM
http://i58.photobucket.com/albums/g268/martynball/SMG_Lowpoly1.jpg

4614 Triangles. That okay for in-game? Or is it better if I remove more?

4466 Triangles. Removed two things. Lol. Same question though ^
How about this:

You axe the spacing on the rails and make them look more like the BR's, or you axe them altogether. They're eating up a considerable amount of tris - especially when they're modelled as wastefully as that, you could lose hundreds of tris if you'd done it properly - and they do absolutely nothing for the design of the SMG. They'll look out-of-place in Halo and they have no need to be there when you can replace them with a lower-poly, less absolutely bloody boring design.

Try it, please. 1913s belong in CoD4 and co., not a sci-fi game set 543 years in the future.

Advancebo
April 8th, 2009, 07:41 PM
Add more details on the walls, they just look to plain.

jngrow
April 8th, 2009, 07:45 PM
Take a look at the H3:ODST Pics. They aren't the best references ever, but can give you an idea for what Bungie did with their sight.

Cagerrin
April 8th, 2009, 08:42 PM
Add more details on the walls, they just look to plain.
Which? The one the towers are on, or the endcap wall?

If you mean the tower wall, most of it won't be there when I'm done, I'm modelling the cliffs and such over it to make it look as if they were layered onto a framework, as that's how the terrain on a ring works.

Advancebo
April 8th, 2009, 11:04 PM
Oh, there be replaced with cliffs? Nevermind then, lol.

Hunter
April 9th, 2009, 07:43 AM
Looks to me like you could bake in some of the details on the back of the receiver, the grip and the stock to cut triangles even further. I think that the front grip looks too boring and uncomfortable as well. It doesn't really fit the mould of the rest of the gun, which has more detail. You could bake in some detail for that too, but it mostly just seems too square.

Cheers, I will have a look at that.


How about this:

You axe the spacing on the rails and make them look more like the BR's, or you axe them altogether. They're eating up a considerable amount of tris - especially when they're modelled as wastefully as that, you could lose hundreds of tris if you'd done it properly - and they do absolutely nothing for the design of the SMG. They'll look out-of-place in Halo and they have no need to be there when you can replace them with a lower-poly, less absolutely bloody boring design.

Try it, please. 1913s belong in CoD4 and co., not a sci-fi game set 543 years in the future.

I know you said get rid of the rails, Masterz thought they should stay, So I left them on. But what do you mean by making them like the BRs? The battle rifle has not rails like that.

-------------------------------------------------------
E:
4150 Tris. Looking for more stuff to remove now.

http://i58.photobucket.com/albums/g268/martynball/SMG__Lowpoly2.jpg

kid908
April 9th, 2009, 10:10 AM
http://i113.photobucket.com/albums/n211/kid908/SMG__Lowpoly2.jpg

here's a few suggestion. also i don't get ur trigger very much =\ shape just seems very weird to me.

Hunter
April 9th, 2009, 10:15 AM
I cant remember why I modelled the trigger like that. Lol. I wanted to keep the parts on the clip because Halo:CE has no bump maps. And you can always tell when textures are used to try and give depth to something.

The random line is just a extrusion I put there to give that part of the give... I duno. Something?
Lol
http://i58.photobucket.com/albums/g268/martynball/SMG_LowpolyGrip.jpg

teh lag
April 9th, 2009, 10:31 AM
AAAAARGH.

http://img220.imageshack.us/img220/5092/smg01.jpg (http://img220.imageshack.us/my.php?image=smg01.jpg)

http://images4.wikia.nocookie.net/halo/images/0/06/Halo_3_SMG_view_enlongated.jpg

http://www.bungie.net/images/Games/Halo2/Gallery/Renders/smg_front.jpg

The front grip is about as wrong as possible.

Hunter
April 9th, 2009, 10:54 AM
I want my grip different.

http://i58.photobucket.com/albums/g268/martynball/SMG_LowpolyUltra3.jpg
^ 2872 Tris

http://i58.photobucket.com/albums/g268/martynball/SMG_Lowpoly3.jpg
^ 3346 (I prefer this one)

PenGuin1362
April 9th, 2009, 12:04 PM
Ross, it's not up to you to decide what belongs in sci fi games. rails can go where ever the fuck they wanna go. I personally like them on the smg.

Hunter
April 9th, 2009, 12:28 PM
Well this is what I have for the low poly version at 3850 Triangles...
http://i58.photobucket.com/albums/g268/martynball/SMG_Lowpoly4.jpg

Rails are around 500 Tris :/ I have done this (http://www.modacity.net/forums/showpost.php?p=384464&postcount=34).

I was thinking about a different scope. Maybe the EOTech RedDot (http://www.orctechnology.com/catalog/cef2_1_31199_1.JPG)? The current scope is 300 Tris. An EOTech ReDot will probably be around 700 for me to make...

If I put the details onto the clip then that is an extra 238 Tris.

ICEE
April 9th, 2009, 04:59 PM
I can appreciate that you want it different, but the handle just looks bad to me. It looks thin, sort of flimsy. Its not very attractive. I would try something else

rossmum
April 9th, 2009, 09:51 PM
Vert grip looks like it'd snap in two if you sneezed on it too hard, and why are you wanting to make it even less suited to the Halo universe by adding a modern sight to it? Is there some sort of misunderstanding happening here or what? Halo has a very specific design langauge and modern attachments points and accessories don't fit in with it at all. The rails are mismatched enough but an Eotech would just be the final straw. If you want to model weapons for the Halo series, stick with the established conventions. Don't go bringing in modern stuff. If you really do love modern stuff that much, then stop modelling Halo weapons. Don't mix the two unless it's just a 'because I can' model. They do not fit in with the rest of the stuff in the game.

It's like whacking a modern scope on a Springfield and then putting it in a WWII game, it does not work.

e/ Hunter, Masters is not lord god king of everything (or anything, for that matter). I'd suggest you avoid doing things just because he says so. Unless he gives a very good reason (like, say, something akin to complete inconsistency with the game's other designs), I don't see how his opinion is any more valid than anybody else's.

Peng, you're right, rails can go anywhere. Too bad they look absolutely horrible and out of place in most of those anywheres :)

jngrow
April 9th, 2009, 10:04 PM
Just stick with you handle you made that's in your sig. It looks a lot better.

ICEE
April 9th, 2009, 11:32 PM
why are you wanting to make it even less suited to the Halo universe by adding a modern sight to it?


http://www.bungie.net/images/Games/JKLSKESUDLD/concept_art/objects/Halo3-ODST_SmgConcept-01.jpg

^

SnaFuBAR
April 10th, 2009, 12:17 AM
ross mb you should shut up.

Heathen
April 10th, 2009, 12:47 AM
why are you wanting to make it even less suited to the Halo universe by adding a modern sight to it?
Well ya knowwww...it IS canon...sooo :/

Hunter
April 10th, 2009, 07:20 AM
The reason I listened to Masterz is because he had the same thought as me. It adds something to look at on the top. I would like to make it more interesting but I dont know what to put on it... I will change the front handle as well.

=sw=warlord
April 10th, 2009, 09:10 AM
ross mb you should shut up.
Agreed.
I think Rossmum needs to remember what the fi in sci-fi means, science FICTION not FACT.
Hunter that SMG looks to be comming along well to me though there do seem to be some un-needed detailing but i guess those parts could be usefull for if you ever go into 3d rendering, then you would already have the materials at your disposal.

Hunter
April 10th, 2009, 09:30 AM
*Never Mind* Will update post with another render in a min. Changed the handle a bit.

MetKiller Joe
April 10th, 2009, 10:13 AM
Wtf. Why is it going all weird when I try to rotate?
http://i58.photobucket.com/albums/g268/martynball/wtfrotatewrong3dsmax.jpg

Group them?

Hunter
April 10th, 2009, 10:56 AM
Group them?

There was something wrong with the scene. Everything was fucked up. I have found a backup version and fixed it up. Rendering now.

http://i58.photobucket.com/albums/g268/martynball/SMG_Lowpoly5.jpg
Handle a bit better? it goes with the style of the rest of the weapon. 3969 Tris.

Rentafence
April 10th, 2009, 02:12 PM
Fore grip looks really tiny, and the indentation on it looks rather silly.

Hunter
April 10th, 2009, 02:21 PM
What else can I put on it? It cant just be a plain block. Thats boring. Anyone got any ideas?

Rentafence
April 10th, 2009, 02:25 PM
Maybe something like this? It doesn't really matter, it's your model. Actually now that I look again the size is fine.

http://www.armymallorca.com/tienda_paintball/images/empunadura_foregrip.jpg

legionaire45
April 11th, 2009, 02:41 AM
I like the handle that you have on the model in your sig better tbh, it looks less boring then the one you have on it right now. At the very least make the front of it curve like you have on the pistol grip.

Oh, and please throw a few more triangles on the trigger, it looks horrifically uncomfortable to hold whether you see it or not D:

Newbkilla
April 11th, 2009, 09:37 PM
Thought I would post this. Note, I didn't make this, but my friend, working with me on the Flood Campaign (http://forum.halomaps.org/index.cfm?page=topic&topicID=23540)

http://www.youtube.com/watch?v=YrLf0wxkBhw&eurl=http://www.modacity.net/forums/showthread.php%3Ft%3D14898&feature=player_embedded

He has created fp legs, just like in Halo 2 and 3. Also note, this doesn't work in MP yet, because of course, you need 3p animations, and he doesn't have those yet. So far, this is for SP only.

MetKiller Joe
April 11th, 2009, 10:02 PM
That is still amazing. Would love to see that go on and progress.

HDoan
April 11th, 2009, 10:17 PM
Thought I would post this. Note, I didn't make this, but my friend, working with me on the Flood Campaign (http://forum.halomaps.org/index.cfm?page=topic&topicID=23540)

http://www.youtube.com/watch?v=YrLf0wxkBhw&eurl=http://www.modacity.net/forums/showthread.php%3Ft%3D14898&feature=player_embedded

He has created fp legs, just like in Halo 2 and 3. Also note, this doesn't work in MP yet, because of course, you need 3p animations, and he doesn't have those yet. So far, this is for SP only.
It just uses bitterbanana's app to change views.

Newbkilla
April 11th, 2009, 10:19 PM
Hopefully, he can get the animations perfected, meaning when you jump, your head moves perfectly along with then legs. Especially hard when you pan the head (camera). I don't know many third person animators, except Spartan457 (spartan-094). But I also, hope to see this get perfected.

E/


It just uses bitterbanana's app to change views.

No, look at the end of the video. He explains he added a node or something to his head, and then used a script to connect the legs and node together or something.

Advancebo
April 11th, 2009, 11:18 PM
Its a script that attaches the camera to the #head marker. Simple stuff.

Rentafence
April 11th, 2009, 11:21 PM
Pointless, because then you lose FP animations for the weapons. Still cool though.

ExAm
April 12th, 2009, 04:39 AM
If there were a way to make a LOD for the spartan model that switches the model to one without a head or arms at such a distance threshold that it is only shown to the camera that is attached to the head and not anyone else standing around the biped, that would be awesome. Then you could turn on the FP arms and it'd look great. This is of course assuming that this is even possible.

klange
April 12th, 2009, 12:03 PM
Need some quick crit on a site: http://oasisgames.net/
The rotator only has one entry but continues rotating anyway, so it'll say "undefined" most of the time - just ignore it.

All completely custom. May not appear correctly on IE8 due to the fact that all of the IE 7- compatibility code is just under "IE". Don't really care right now.

legionaire45
April 12th, 2009, 01:45 PM
Clouds in the background look rather bad - replace them with a gradient or something. Rotating looks ok but it doesn't look like it is perfectly aligned with the surrounding stuff; the links bar looks like it is 1 pixel too short. Not sure if that part is supposed to grow as more links are added but it looks like it's supposed to be aligned right now and it's off by a pixel or two.

NuggetWarmer
April 12th, 2009, 04:19 PM
Working on Cod and thigh pieces now.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MCCod.png
EDIT: I see obvious errors, and the clip holding the butt plate on isn't final.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MCThigh.png

I'll have a better render with the thigh pieces later.

MetKiller Joe
April 12th, 2009, 04:21 PM
Awesome. I notice some minor stuff, but its probably just me.

+rep

NuggetWarmer
April 12th, 2009, 05:32 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/MCLowBody.png

Still need to add more details to the front cod piece, fix obvious errors, then redo most of the bits on the thigh pieces along with the addition on the side.

EDIT:

Does anyone have a link to that thread about the high resolution MC model being made? I believe it was on HaloMods awhile back.

TeeKup
April 12th, 2009, 07:06 PM
Reminds me of gundam, where the core booster, upper torso, and legs had to combine.

Advancebo
April 12th, 2009, 10:01 PM
Reminds me of gundam, where the core booster, upper torso, and legs had to combine.

I believe that was Transformers >:V

SnaFuBAR
April 12th, 2009, 10:17 PM
no, advancebo, just no. and stop adding :V every time you post, it makes you look like a fucking moron.

Ki11a_FTW
April 12th, 2009, 10:19 PM
:lol:


im debating whether or not to post some things

Joshflighter
April 12th, 2009, 10:31 PM
:lol:


im debating whether or not to post some things


Please do. :highfive:

Heathen
April 12th, 2009, 11:00 PM
no, advancebo, just no. and stop adding :V every time you post, it makes you look like a fucking moron.
:lmao: (http://www.modacity.net/forums/showthread.php?p=370004#post370004)
its funny when its not me your hitting with your anti-funny blueballs enducing train
(http://www.modacity.net/forums/showthread.php?p=370004#post370004)

TeeKup
April 13th, 2009, 11:16 AM
No that was gundam.

SMASH
April 13th, 2009, 10:11 PM
A wooden palette from my work at CVS.

http://img19.imageshack.us/img19/8682/rendersgh.png

CSFLOYD
April 13th, 2009, 10:16 PM
:snafubar: Very nice! something doesnt seem right about it but I still like.

Jean-Luc
April 13th, 2009, 10:19 PM
Not bad. The modelling seems accurate, so I won't fault that, however your texturing could use some work. The large black lines look supremely unrealistic, as unless marker is used on it, wood will not have lines like that. If those are supposed to be cracks in the wood, it would be best to create those cracks with a normal map, rather than what you have. Also, the wood you have there looks oddly shiny. While some wood has a natural shine to it, yours seems excessive, and therefore makes it look fake. Make it a little more of a matte material.

E: Looking at it again, it may be that your diffuse texture is too highly contrasted. The differential between light and dark wood is too extreme, so I would suggest balancing it out a little more.

Finally, and this is a purely aesthetic quibble, you need to up the quality on thsoe shadows.

SMASH
April 13th, 2009, 10:22 PM
The "shine" comes from the normal map I have on it I believe, because I have no specularity what-so-ever on the material so idk...

and of course the modeling is accurate, when I work I spend hours with these lousy pieces of wood lol.

paladin
April 13th, 2009, 11:16 PM
I hope that the texture is a place holder because pallets are made of out piece of shit wood and the grain would not line up like that. Every piece would be different. I'm not saying the texture is bad, it just does not have real-world accuracy.

Heathen
April 13th, 2009, 11:23 PM
I was thinking that about the grain.

HDoan
April 13th, 2009, 11:29 PM
Reminds me of gundam, where the core booster, upper torso, and legs had to combine.
The Impulse gundam?

rossmum
April 14th, 2009, 06:58 AM
ross mb you should shut up.
no i shouldn't, mister design language

You were the one who drummed that concept into me (albeit indirectly) and I see no reason there should be an exception made for rails, just because people seem to get off over the same repeated shapes on things. If you want attachment points, match them to the designs evident already or devise a new one based on the aforementioned designs. Don't shoe-in something nearly 550 years away and very different in design from what you're meant to be making.


The reason I listened to Masterz is because he had the same thought as me. It adds something to look at on the top. I would like to make it more interesting but I dont know what to put on it... I will change the front handle as well.
It adds bugger all to the top except boring generic shapes. If you want to add something to the top, add something that isn't just the same toothed pattern repeating over and fucking over. Do something original.


Agreed.
I think Rossmum needs to remember what the fi in sci-fi means, science FICTION not FACT.
I think everyone else needs to remember what the word originality means.

Malloy
April 14th, 2009, 08:18 AM
innovation* :D

rossmum
April 14th, 2009, 08:47 AM
That too.

FireScythe
April 14th, 2009, 10:28 AM
Hey, just looking for opinions on a hovertank i'm making. Currently sitting at a little over 43,000 triangles. Most of the detail objects will be put into texture and the whole thing reduced to work in CE.
Front/Top:
http://img17.imageshack.us/img17/3811/fullfronto.jpg
Back/Bottom:
http://img17.imageshack.us/img17/2706/fullbacke.jpg
Ortho/Wireframe (Sorry Dial-ups:P)
http://img4.imageshack.us/img4/8102/orthog.jpg

NuggetWarmer
April 14th, 2009, 10:36 AM
Wow, that looks awesome.

Joshflighter
April 14th, 2009, 10:47 AM
omg, that looks like something out of Red Alert 3, but in a really good way. Wow.

CSFLOYD
April 14th, 2009, 11:04 AM
http://img.4chan.org/b/src/1239678381337.jpg
That is awesome! Its really futuristic and detailed, I recomend getting someone to (attempt) unwrapping and texturing that! Nice..

Cant wait to see it in Halo CE! I cant think of anything else to add to that piece of win.

kid908
April 14th, 2009, 11:35 AM
need a hatch. that's my only crit. how about a high poly cinematic end of it? some actual modeled panels screws etc. love to see it in full high detail, but the half-assed detailed still looked awesome (not saying it half assed, more high end game model).

rossmum
April 14th, 2009, 12:06 PM
It looks like a mid-turreted, twin-gun Scorpion with some fancy hovering shit thrown on. That's not to say that it doesn't look pretty decent, though. Give the driver some protection and you've got a pretty impressive tank there.

FireScythe
April 14th, 2009, 12:35 PM
Thanks guys, I'll look into putting in some protection for the driver, which should be a challenge as the driver seat rotates :P.

TeeKup
April 14th, 2009, 12:58 PM
The Impulse gundam?

The original you tool. God I hated Impulse and Shinn.

rossmum
April 14th, 2009, 12:59 PM
Thanks guys, I'll look into putting in some protection for the driver, which should be a challenge as the driver seat rotates :P.
Either a cupola or rotating vision blocks vOv

Pooky
April 14th, 2009, 01:01 PM
Either a cupola or rotating vision blocks vOv

Or an energy shield :S

Heathen
April 14th, 2009, 03:17 PM
badass hover tank mate

SnaFuBAR
April 14th, 2009, 03:33 PM
reminds me of the s-tank.

Disaster
April 14th, 2009, 05:12 PM
Keep that as a high res mesh. Build a low poly, then unwrap and bake normals. :)

FireScythe
April 14th, 2009, 05:33 PM
I've kept it simple with a basic hatch and a couple of screens. Not too sure about the screens though, might redo them.

http://img7.imageshack.us/img7/2714/hatch.jpg

Heathen
April 14th, 2009, 05:35 PM
I've kept it simple with a basic hatch and a couple of screens. Not too sure about the screens though, might redo them.

http://img7.imageshack.us/img7/2714/hatch.jpg

Looks great really.

Sever
April 14th, 2009, 05:39 PM
What Heathen said, except for the fact that all it provides is slight shrapnel resistance and rollover protection, both of which are very low on the defense priorities list, when compared to things like bullets and missiles. Make it practical, then go back and do the awesome detailing.

ThePlague
April 14th, 2009, 05:53 PM
What Server said, I don't see any real protection from anything besides debris. I'd have a full hatch that covers the whole thing, and has bullet-proof glass for viewing outside. Other than that though, it's a great looking model.

CSFLOYD
April 14th, 2009, 05:57 PM
What are the blue screens used for?:downs:

Sever
April 14th, 2009, 06:00 PM
What are the blue screens used for?I'd guess display screens of some sort.

They look like an afterthought - they should be on a separate shell inside and cover the full field of vision, and act as an advanced HUD overlay for the driver.

CSFLOYD
April 14th, 2009, 06:02 PM
I'd guess display screens of some sort.

They look like an afterthought - they should be on a separate shell inside and cover the full field of vision, and act as an advanced HUD overlay for the driver.
:mysterysolved:

FireScythe
April 14th, 2009, 06:33 PM
I'd guess display screens of some sort.

They look like an afterthought - they should be on a separate shell inside and cover the full field of vision, and act as an advanced HUD overlay for the driver.
I like the idea :P. Ill give it a go.

Heathen
April 14th, 2009, 06:49 PM
I like the idea :P. Ill give it a go.

and green
E: is this going in the halo universe?

if so then it should be brown with green screens for earth tech.

E: Or green with orange screens to stress the spartan part of it.

Sever
April 14th, 2009, 07:36 PM
You DO realize how ugly and idiotic things look when they're all the same, monotonous color, right? Take a look at Halo Wars, and its horrid monochromatic style. Pelicans are supposed to be gray, Scorpions are supposed to be tan-brown, Warthogs are supposed to be golive. NOT EVERY FUCKING THING SPARTAN GREEN. Also, if you wanted it to be a traditional UNSC HUD, it'd be cyan.

Heathen
April 14th, 2009, 07:51 PM
But themes for teams makes a point.

If you saw a purple hog you would either think its covie or that the warthog doesn't ask and doesn't tell.

Sever
April 14th, 2009, 08:03 PM
No, I'd think it belonged to the player who was able to choose their team color beforehand.

Heathen
April 14th, 2009, 08:10 PM
Cant do that on halo.

Sever
April 14th, 2009, 08:21 PM
Right. That's one of the numerous small reasons (not to mention the glaringly obvious huge reasons) why Halo Wars isn't as good as it could be.

rossmum
April 14th, 2009, 09:13 PM
I've kept it simple with a basic hatch and a couple of screens. Not too sure about the screens though, might redo them.

http://img7.imageshack.us/img7/2714/hatch.jpg
Fuck all driver protection there :F

I get the need for it to look cool and have a feasible way of sniping the driver out for MP, but it just looks wrong to have a birdcage hatch on a monstrous tank like that.

teh lag
April 14th, 2009, 09:16 PM
If you're going for something that'd keep the covering practical for MP, you could have the hatch be partially torn-off in places... battle damge or something of the like. I agree with everyone else though - it needs to be heavier. No sense in having so much armor on a tank with an open driver like that.

SnaFuBAR
April 14th, 2009, 10:11 PM
or you could close the hatch and not make it vulnerable to small arms fire.

paladin
April 14th, 2009, 10:49 PM
I like you Idea

Sel
April 14th, 2009, 11:07 PM
My god firescythe you have been away for way too long :O

rossmum
April 15th, 2009, 03:46 AM
http://i298.photobucket.com/albums/mm258/rossmumv2/WrathoftheGriffon.jpg
Something strikes me as off. Any takers?

Hotrod
April 15th, 2009, 07:45 AM
The ground just doesn't look right to me. Those lines look like they're scratches of some sort, and look really out of place.

rossmum
April 15th, 2009, 08:38 AM
The ground is the standard ingame ground texture. The 'scratches' are little tracks or something. There are certainly a lot of them, but that's none of my doing.

FireScythe
April 15th, 2009, 09:47 AM
For me, the blur on the trees (I'm assuming they're trees :P) doesn't fit as something that far away would look to be moving slowly and wouldn't be that blurred.

CSFLOYD
April 15th, 2009, 10:37 AM
That doesnt look like a ground to me. I do love your motion blur, and im not to good with shadows but would shadows make it better?:ehhh:

NuggetWarmer
April 15th, 2009, 10:42 AM
Clouds.

CSFLOYD
April 15th, 2009, 10:44 AM
The back of the yellow plane is being stretched with black? Or is that smoke from it being shot?:iiam:

rossmum
April 15th, 2009, 10:53 AM
For me, the blur on the trees (I'm assuming they're trees :P) doesn't fit as something that far away would look to be moving slowly and wouldn't be that blurred.
Bingo. You're right, I overdid the blur in my quest for a sense of speed.


The back of the yellow plane is being stretched with black? Or is that smoke from it being shot?:iiam:
It's on fire.

rossmum
April 15th, 2009, 02:05 PM
doublepostin

http://img218.imageshack.us/img218/6963/grab0009.jpg
Spit PR.XIX. Pink-painted photo reconnaisance Spits were used to fly low-level dawn or dusk runs, often requiring pilots to literally cut the grass so every detail of a German installation could be clearly seen. More than once startled German fighter-control radar operators who wandered out to see what the commotion was ended up serving as human yardsticks, allowing the British to work out their radar's operating characteristics.

Black-and-white bands are D-Day identification stripes; the squadron letter code is an authentic PRU squadron but the skin is simply based on typical PRU Spitfires, not any one specific airframe. Took me about 20 minutes using the new Mk.XIV template, most of the credit goes to Nightshifter for making that. All I did was add the stripes, lettercode, serial, noseart, and change a few minor details.

samnwck
April 15th, 2009, 08:01 PM
Its no where close to finished just tell me what you think.
http://i129.photobucket.com/albums/p236/samnwck/mybeautiful_edited-2.png

Huero
April 15th, 2009, 08:14 PM
Interesting, but I think you should rework the hair.

rossmum
April 15th, 2009, 08:30 PM
Hair looks like spaghetti. Add the details too (assuming you're not going to already), like the slight bulge over the shoulder blades and the various bumps in the lower back. Looks odd without them.

paladin
April 15th, 2009, 09:09 PM
Thats a firm mattress.

Chainsy
April 15th, 2009, 09:27 PM
Before I can crit it I have to know what exactly you're gonna go for? Are you doing a paint over, or just using a reference? What is the style, cartoony or realistic? Depending on what you're doing, I can give the proper crit.

samnwck
April 15th, 2009, 11:04 PM
well the hair was supposed to look wet, i didn't get to draw in the wet stains on mattress, and the mattress is very difficult to do, I've tried to draw and redraw it several times but it doesn't seem to fit.

Edit@Chains: It's a more stylized realism. Where shapes and shadows match but colors are more vivid. And I drew the basic body shape from a quick reference.

DEElekgolo
April 15th, 2009, 11:07 PM
The folds in the bed look like cracks, it needs a more long and organic feel to it. When you see the darker areas touch lighter parts, make sure it changes values smoothly.

Invader Veex
April 15th, 2009, 11:35 PM
Working on some things in CE.

http://img12.imageshack.us/img12/5180/dship2.jpg
http://img18.imageshack.us/img18/5180/dship2.jpg
http://img25.imageshack.us/img25/4669/dship.jpg

SnaFuBAR
April 16th, 2009, 12:09 AM
wow that looks great

Chainsy
April 16th, 2009, 12:32 AM
well the hair was supposed to look wet, i didn't get to draw in the wet stains on mattress, and the mattress is very difficult to do, I've tried to draw and redraw it several times but it doesn't seem to fit.

Edit@Chains: It's a more stylized realism. Where shapes and shadows match but colors are more vivid. And I drew the basic body shape from a quick reference.
Ok, what you need to do is get the reference photograph and sketch out the outline of everything, and sketch where its all set up. I usually use a hard brush at 70 percent to fill things in, the bigger the canvas the better, but at the beginning stay on the fit screen option for the canvas. Now just anazly all the colors in the piece, and roughly paint in lighting and shadows and highlights an basic colors, keep it all contrasted and at 70%-100% to where oyu can now see the basic highlights and shadows. Now its obvious things that are soft and bump will have a dull lgow such as human skin, and harder things, like finished wood and metal will shine. Be ocnsistent on these materials and go donw to about 40% and use the color dropper to pick a color slightly dark then the paint highlight, you never want to go darker to brighter as it tengs to go overdone with highlights, always go light to darker, starting at 40% opacity and going from 40% to 30% to lower and lower, until the colors from light to shadow are properly blended. A prolbem I already see is shakey lines, thats why do not use 100%, but 70%, as you can create smoother lines the blend well. Next time I paint I will set up a .gif of the process I use. The one problem I mainly had, was getting crit from different people on how to different things, but in different techniques. You'll have to mix and match to find your own style, and I reccomend painting in as many different ways as possible, and in the parts that you excel at, combne them to create your style. Also if none of this made sense, heres a tutorial that really helped me:
Heres a .gif by killing.people on what the above means if you're a little lost.
http://members.cox.net/wisdim2/Forum/Demo/tutorial3.gif
See how he paints in highlights, then works from lighterto darker? Its a very rough way and is in simple greyscale, but if you have trouble doing the above with colors, then I recommend doing greyscale first, and using colorize afterwards.
Hope this helps.

CSFLOYD
April 16th, 2009, 02:57 AM
http://img9.imageshack.us/my.php?image=boredomm.jpg
I was bored.. ok?
I dont know what laptops look like as I dont own one, so there probably is an innacuracy or two.

Advancebo
April 16th, 2009, 08:27 AM
The keys are spaced too far apart. And its called the internet.

FireScythe
April 16th, 2009, 09:15 AM
Well, apart from the spacing between the keys (where there should be pretty much no space) the alignment of the keys is wrong, they should be staggered (same as the keyboard in front of you). Also, it might just be the angle, but the screen/lid looks bigger than the base when they should be the same size. Plus the hinge should extend along the entire width of the screen.

I've put a full driver cover on my tank. I'll probably keep the cage for an MP version. Still a fair bit of work to do on it to add the mechanics and detailing.
http://img4.imageshack.us/img4/7471/drivercanopy.jpg
http://img21.imageshack.us/img21/6886/drivercanopyopen.jpg

Malloy
April 16th, 2009, 09:29 AM
gnarly, that able to get in CE and function correctly?

rossmum
April 16th, 2009, 09:34 AM
That looks fucking sick. It's not pretty, but it looks fucking sick all the same.

Ki11a_FTW
April 16th, 2009, 10:36 AM
@ Veex- it does look good, but it looks like your trying to base the environment off CMT B30, get some new cool ideas, perhaps people will like it even more :D

CSFLOYD
April 16th, 2009, 11:54 AM
The keys are spaced too far apart. And its called the internet.
Meh I rushed the keys cause I wanted to go to bed.

Jean-Luc
April 16th, 2009, 12:47 PM
Meh I rushed the keys cause I wanted to go to bed.
Believe me when I tell you, don't rush your art. In this particular case, go to bed, then finish in the morning.

Higuy
April 16th, 2009, 04:30 PM
FireScythe - That looks pretty awesome, you should work on the top part a bit more though.

Advancebo
April 16th, 2009, 05:13 PM
gnarly, that able to get in CE and function correctly?

I am pretty sure every part of it is possible.

ThePlague
April 16th, 2009, 08:16 PM
@ Floyd, lol macbook wheel.

@ Firescythe, thats about what I was thinking when I said the hatch. Really nice job.

CSFLOYD
April 16th, 2009, 08:36 PM
@ Floyd, lol macbook wheel.

@ Firescythe, thats about what I was thinking when I said the hatch. Really nice job.
Oshit your right :suicide:.

Newbkilla
April 16th, 2009, 10:07 PM
Started this yesterday, but restarted today. I drew up a concept in German :l

http://img27.imageshack.us/img27/1262/wipzxa.jpg

Yes, I know I went gay happy with wires..

mech
April 16th, 2009, 10:11 PM
Those don't look like wires. A cable of that thickness wouldn't be able to freely bend that easily to curl in a way such as that.

Advancebo
April 16th, 2009, 10:12 PM
Wires arent that messy...

Heathen
April 16th, 2009, 10:16 PM
Mech is very right.

Damn.

Advancebo
April 16th, 2009, 10:18 PM
And move those insets at the top, where that circle is with the wires coming out, to align with the circle.

Corndogman
April 16th, 2009, 10:56 PM
I say lose the wires entirely. There would be no reason for someone to put glass over that section just to show off a bunch of messy wires. The wiring inside your walls probably looks like that, but you wouldn't put a window there for everyone to see it. Put something more interesting there if your going to have glass.

CSFLOYD
April 17th, 2009, 02:50 AM
You guys have seen DEEHunter's avatar right?
http://www.modacity.net/forums/images/customavatars/avatar2127_12.gif
It made me rofl so hard I modeled it! :ohboy:
But I didnt want an avatar sized render, So I made it a background!!! :cool:
I dont think anyone will find this funny, but I do.
Its called: Guy in a box.
I dont think the camera is right, but you can still tell what it is in both pictures.

http://img25.imageshack.us/img25/6133/maninabox.th.jpg (http://img25.imageshack.us/my.php?image=maninabox.jpg)

Or if you want edited version (that is if your even interested in this thing at all.)
http://img14.imageshack.us/img14/3706/maninaboxe.th.jpg (http://img14.imageshack.us/my.php?image=maninaboxe.jpg)

SnaFuBAR
April 17th, 2009, 05:41 AM
proportions are wrong

rossmum
April 17th, 2009, 06:58 AM
you fucked up modelling a box with a hole and some eyes

owned

anyway,

http://img25.imageshack.us/img25/2397/pinklady.jpg

FireScythe
April 17th, 2009, 09:34 AM
Thats looking really nice, only things that come to mind are how uninteresting the land looks, as the trees are the only feature on the landscape and the texture is too low res to break up the mass of green with tracks, hedges and such. Also the fog density on the right makes the horizon look lower than it is.

I'm really liking the plane. How come the wing guns have been removed though?

CSFLOYD
April 17th, 2009, 10:29 AM
you fucked up modelling a box with a hole and some eyes

owned


No, I didnt you moron, its just didnt have porportions exact.
It is still a box with a hole and some white spheres, it just isnt exact with the picture I based it off of. :toughguy:
Im fixing the porportions like Snafubar said.

E:
how about now?
http://img17.imageshack.us/img17/6839/guyintheboxd.th.jpg (http://img17.imageshack.us/my.php?image=guyintheboxd.jpg)
http://img17.imageshack.us/img17/4570/guyintheboxea.th.jpg (http://img17.imageshack.us/my.php?image=guyintheboxea.jpg)

rossmum
April 17th, 2009, 10:56 AM
wow way to get trolled by a joke

ps wrong proportions count as fucking up on an object that simple, since they're about the only thing you could fuck up without deliberately trying to suck