View Full Version : Quick-Crit 2008-2009
rossmum
May 23rd, 2009, 12:39 PM
post
EXTERMINATE
EXTERMINATE
quick, run for the nearest flight of stairs
=sw=warlord
May 23rd, 2009, 02:57 PM
EXTERMINATE
EXTERMINATE
quick, run for the nearest flight of stairs
On a serious note?....
Any suggestions to make the textures better or UVwraps?
Roostervier
May 23rd, 2009, 03:32 PM
If you want to make the uvs better, then don't waste so much space with it. As it is now, you've got quite a bit of space that can be occupied, but isn't.
TeeKup
May 23rd, 2009, 09:57 PM
EXTERMINATE
EXTERMINATE
quick, run for the nearest flight of stairs
It'll just use its thrusters. :gonk:
cheezdue
May 23rd, 2009, 10:15 PM
tM7hFIgDHrk
I know i made a couple of mistakes but I'm not going to render this over again since it took a good hour. So what do you guys think?
Spartan094
May 23rd, 2009, 11:15 PM
uhh looks like...um..work on how the water looks, it doesnt look like water D: and water shouldnt act so wavy like that unless its really disturbed, make it abit more calmer, but its good for a first animation
MetKiller Joe
May 23rd, 2009, 11:24 PM
Reminds me of the membrane animation Discovery Channel had when they were broadcasting a show about string theory and membrane theory...
Anyway. I'd go with spartan on this one. Water usually "whitecaps" when it is that high from being disturbed.
paladin
May 23rd, 2009, 11:26 PM
It doesnt look organic. It looks like two people are holding a sheet and waving it.
Con
May 24th, 2009, 02:39 AM
By their smoothness and speed, they look like small waves. This is meant to be filmed from I boat, so I would slow them down a bit, almost like slow motion film used with models in movies. Even then, the waves are too frequent and violent. For stormy water, waves should curve out through a shallow valley then reach sharp windy peaks. The material doesn't look oceany either. Use this for reference in both wave shape and appearance.
http://www.hydrolance.net/Common/OpenOceanStorm4.jpg
=sw=warlord
May 24th, 2009, 08:22 AM
It'll just use its anti-grav. :gonk:
FTFY
But yeah anyone got any comments on how i can improve the sphere texture?
Chainsy
May 24th, 2009, 08:22 AM
Yeah, remember that waves are created by winds, so generally they'll have a common movement and a slight drag in the general direction the wind is blowing.
kid908
May 25th, 2009, 02:50 PM
It doesnt look organic. It looks like two people are holding a sheet and waving it.
water is organic!?
anywayz also fix ur camera too, there's leaks that doesn't make it look like water either. way too violent movement for water on calm days like that.
Heathen
May 25th, 2009, 02:57 PM
I don't understand. You think it would be better if he didn't stab the jet, but stabbed the jet instead? :gonk:
I thought it was a pig in the cockpit.
Pig flying.
Swine Flu.
eh?
Roostervier
May 27th, 2009, 07:40 PM
Started making this last night.
http://img34.imageshack.us/img34/9158/heh1o.jpg
http://img34.imageshack.us/img34/5431/heh2e.jpg
http://img34.imageshack.us/img34/696/heh3q.jpg
I went WAY overboard on the scratches. This will be fixed. I also plan to add more to the normal map. Anyway, I made this entire thing from scratch. The model, the highres i used to bake the normal and AO maps, the textures, everything. All I need is a person who can rig well to rig it, then I'll release it to the public (with open source data files... the baked diffuse and multi, and the max file for it so you can animate with it).
Basically, I wanted to make a high res version of the h1 arms, with a few modifications.
MetKiller Joe
May 27th, 2009, 07:48 PM
No offense, but the scratches look like wood.
BobtheGreatII
May 27th, 2009, 09:56 PM
I won't judge until I see you fix the scratches... I do like the model though.
Roostervier
May 27th, 2009, 09:58 PM
I'm thinking of getting rid of the scratches on the colour change so that it doesn't stand out so much... and the scratches themselves. I'll probably use a better brush and not make as many.
rossmum
May 27th, 2009, 10:08 PM
The black looks like a bit like a wetsuit made of packing foam to be honest
BobtheGreatII
May 27th, 2009, 10:11 PM
Oh, and just another random thought... the forearm seems short... but that could just be me.
Roostervier
May 27th, 2009, 10:29 PM
The black looks like a bit like a wetsuit made of packing foam to be honest
Think it's that texture I put on it? if that's it, I'll ditch it. If it's because of the normal map, then can you give suggestions of how it should look?
rossmum
May 27th, 2009, 11:54 PM
Texture.
Roostervier
May 28th, 2009, 10:42 AM
http://img5.imageshack.us/img5/2914/heh1p.jpg
http://img11.imageshack.us/img11/7551/heh2n.jpg
Look any better? I'm really at a loss with what to do with the rubber.
Reaper Man
May 28th, 2009, 10:59 AM
Detailing, like in this pic
http://image.com.com/gamespot/images/2004/reviews/562116_20041105_screen009.jpg
And here
http://buttonmashing.com/wp-content/uploads/halo3-hands.jpg
Roostervier
May 28th, 2009, 11:32 AM
still have a ways to go as far as the normal map goes (which then somewhat alters the diffuse and spec). i'll look at the h2 fp hands normal map and i guess the h3 normal map for reference. thanks for the idea.
MetKiller Joe
May 28th, 2009, 11:46 AM
http://img5.imageshack.us/img5/2914/heh1p.jpg
http://img11.imageshack.us/img11/7551/heh2n.jpg
Look any better? I'm really at a loss with what to do with the rubber.
That's much better. I think that the black texture needs to have some kind of detailing standout, albeit subtly, because right now there are parts of it that look almost flat (but this may be just nit-picking). Also, the thing that looks like a fin at the very top of the the texture (on the bottom picture), it looks a bit stretched, or maybe that's because of the scratches.
Advancebo
May 28th, 2009, 08:31 PM
What about stiches or some kind of hexagonal pattern on the black parts?
MetKiller Joe
May 28th, 2009, 08:32 PM
hexagonal pattern on the black parts?
I second that.
Roostervier
May 28th, 2009, 08:36 PM
If you look closely, there is a hexagonal pattern already. It's probably larger than it'd have to be to pass as plausible, but they were meant to be subtle. Not sure why I even put them there, lol.
Advancebo
May 28th, 2009, 08:56 PM
If you look closely, there is a hexagonal pattern already. It's probably larger than it'd have to be to pass as plausible, but they were meant to be subtle. Not sure why I even put them there, lol.
I can barely see the lines that make it up.
Roostervier
May 28th, 2009, 09:01 PM
Obviously I'd change it.
Advancebo
May 28th, 2009, 09:04 PM
Add those 3 holes on the gauntlet. Or some lines and other details.
Roostervier
May 28th, 2009, 09:10 PM
I wanted it to stay like h1 for the most part, so I'm not adding those in.
ODX
May 28th, 2009, 09:12 PM
So wait, are those the Halo 1 arms, or ones you made? The hands look different but the rest looks exactly the same so I'm a bit confused.
Roostervier
May 28th, 2009, 09:14 PM
i made them from scratch
Malloy
May 29th, 2009, 07:59 AM
Yeh I thought they were odd.
Roostervier
May 29th, 2009, 01:53 PM
http://img17.imageshack.us/img17/8666/arm1u.jpg
http://img26.imageshack.us/img26/5695/arm2d.jpg
http://img20.imageshack.us/img20/7330/arm3.jpg
Changed the skin and rigged the mesh. The rig is MUCH worse than the pics let on, especially around the wrist. Also yes yes I know there is stretching on the hand.
Joshflighter
May 29th, 2009, 02:23 PM
Did you screw around with your FoV? Or is it just the way the way its positioned?
Roostervier
May 29th, 2009, 02:45 PM
I screwed around with FOV
Malloy
May 29th, 2009, 03:54 PM
looks like the armours made of a mossy stone
ThePlague
May 29th, 2009, 04:37 PM
I actually like it.
Roostervier
May 29th, 2009, 04:42 PM
looks like the armours made of a mossy stone
Lag pointed out how strong the dirt and grime was. I made it less apparent, so it should look more like metal again.
ExAm
May 29th, 2009, 04:56 PM
Well, it is ceramic d:
Roostervier
May 29th, 2009, 05:26 PM
Yeah, but bungie didn't make it look that way in h1 (to me), and I'm going (somewhat) for bungie's look.
Heathen
May 29th, 2009, 05:51 PM
I actually like it.
as do I
Advancebo
May 29th, 2009, 06:22 PM
Was there a multipurpose map applied?
ExAm
May 29th, 2009, 07:51 PM
Was there a multipurpose map applied?
Uh, duh?
As far as I know, a multi is required for the texture to show a cubemap.
Advancebo
May 29th, 2009, 09:07 PM
No, you could apply a cubemap without a multi. But then the cubemap would just apply to everywhere on the fp arms.
rossmum
May 30th, 2009, 02:17 AM
Don't forget the glowy shield lights.
Hunter
May 30th, 2009, 12:43 PM
Looks awesome, scratches seem better than before.
ICEE
May 31st, 2009, 01:33 PM
i like the rubber/leather/black parts.
Llama Juice
June 1st, 2009, 01:18 AM
http://img193.imageshack.us/img193/5489/goomba.jpg
bottom should be wider than top, yar.... some things are weird with the mouth.. but.. meh.. just wanted to play around. :3
Jean-Luc
June 1st, 2009, 01:22 AM
The shoe and teeth clipping bothers me, but other than that? :D
Heathen
June 1st, 2009, 01:23 AM
I understand the shoes, but the teeth?
Thats how they are supposed to look jean.
Advancebo
June 1st, 2009, 02:10 AM
Isnt he round, since hes a mushroom thing?
Heathen
June 1st, 2009, 02:11 AM
Isnt he round, since hes a mushroom thing?
true...
ever played m64 llama?
Llama Juice
June 1st, 2009, 08:56 AM
Isnt he round, since hes a mushroom thing?
That's what I meant when I said the bottom should be wider than the top, I guess deeper would have been better word choice there :P
but.... yea
FRain
June 1st, 2009, 09:57 AM
Is that supposed to be a mushroom or a Goomba? I can't tell.
Llama Juice
June 1st, 2009, 12:17 PM
http://img19.imageshack.us/img19/6185/koopas.jpg
Gunna take a shower and such, I'll texture him laters. UVing is like half done.
reference
http://i173.photobucket.com/albums/w60/doodlefist/Koopa_Troopa_No_Background.png
MetKiller Joe
June 1st, 2009, 12:20 PM
Can we get a wireframe on him? The stomach is a mite too flat.
Joshflighter
June 1st, 2009, 12:23 PM
Both characters seem to have slim bodies when they should be round. :p
Llama Juice
June 1st, 2009, 12:25 PM
That's what I thought too, but if you look at the sillohette of the reference image there... the stomach area is really flat, I'll toss up wires later, (he's in the smoothed camera view thing right now in Maya, so wires are funny lookin.... and I gotta get ready for class... soooo yar)
Someone asked me for a shot of the backside of him.... and so I have one... so... here it is.
http://img190.imageshack.us/img190/6238/koopa2.jpg
The edge of the shell (part where the green/red meets the white rim) will have a harder edge to it, no worries there.
E: he's not as flat as he looks in the first image. The stomach is pretty flat, but the overall shape isn't
http://img3.imageshack.us/img3/2197/koopa3.jpg
and for that wire..
http://img9.imageshack.us/img9/3941/koopa4s.jpg
I haven't bothered with making any geometry for deformation in the arms or knees, I know about that stuff, don't really care about it 'cause I don't plan on rigging him really. If I wanna rig him later I'll put the geometry in.
Advancebo
June 1st, 2009, 12:45 PM
What with the beak... I thought they had like round noses.
Llama Juice
June 1st, 2009, 12:54 PM
What with the beak... I thought they had like round noses.
Nope
http://i173.photobucket.com/albums/w60/doodlefist/Koopa_Troopa_No_Background.png It's more of a beak than a nose.
Advancebo
June 1st, 2009, 12:56 PM
Right... Now make a paratrooper.
Oh and make your shell a bit longer. Its not a perfect circle (judging by the back), but an oval.
Roostervier
June 1st, 2009, 01:03 PM
I don't know why you think the stomach looks flat in that ref picture, it looks round. Make yours round too.
Llama Juice
June 1st, 2009, 07:16 PM
http://img171.imageshack.us/img171/5554/koopa8.jpg
http://img261.imageshack.us/img261/7033/koopa9.jpg
http://img261.imageshack.us/img261/2509/koopa10.jpg
http://img188.imageshack.us/img188/6686/koopa11.jpg
I rounded out his belly more and textured him. I know the lines on his stomach aren't perfect, but... painting on that surface was... interesting. It's rounded so the diffuse map is kinda silly looking. I just slapped a honeycomb pattern on the shell which had some stretching so it looks kinda weird but... meh it's passable.
http://img171.imageshack.us/img171/9841/koopadiff.jpg
^^the diffuse :P it's not that intense to texture a nintendo character like this haha.
Malloy
June 1st, 2009, 07:38 PM
please stop with the mesh clipping :(
Roostervier
June 1st, 2009, 07:38 PM
Spend a little more time on the stomach, it's wavy. <_<
Llama Juice
June 1st, 2009, 07:48 PM
please stop with the mesh clipping :(
Why?
@Rooster the way the UVs are layed out it makes it awkward to paint a straight line on the stomach, that's why I posted the diffuse to show it.
I ended up using photoshop's thing where you can import your model and paint directly on it in order to get those lines to be even remotely straight. If I painted them straight in photoshop they'd go all droopy on the model.
MetKiller Joe
June 1st, 2009, 07:51 PM
http://img171.imageshack.us/img171/5554/koopa8.jpg
http://i173.photobucket.com/albums/w60/doodlefist/Koopa_Troopa_No_Background.png
The distance between the top point where the arms intersect the body mesh and the right part of the neck is smaller on the reference picture than it is on your mesh, and I think it would be an easy fix considering you have separate meshes for the arms.
The legs and arms are also a bit too skinny and maybe a mite too long. As for the shoes, I'm seeing the same distance issue the model has with the arms. The collar of the shoes and the toe bulb should be touching according to the reference, and, in the mesh, it doesn't.
The shell's rim's width is a bit too small according to the reference picture as well.
To make the the lines a little crisper I'd suggest using the line tool and just stretching it down with a desired thickness.
Malloy
June 1st, 2009, 10:21 PM
Why?
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
Ki11a_FTW
June 1st, 2009, 11:05 PM
Legs are wider in the ref.
Shell is to wide, it needs to be a little skinnier (height is fine)
Nose is to pointy
neuro
June 2nd, 2009, 04:03 AM
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
this is funny because you seem to not even notice that he made this with nurbs/sub-D, and did it very poorly too.
not saying you're not right on all accounts, i'm just saying you're a parrot.
Llama Juice
June 2nd, 2009, 11:01 AM
this is funny because you seem to not even notice that he made this with nurbs/sub-D, and did it very poorly too.
Not nurbs or subD. I used polys, hit the 3 key in maya to see a smoothed view of the polys with the same low res wireframe stretched across it. That's why the wire looked funny.
http://img192.imageshack.us/img192/1193/koopaheadhigh.jpg
http://img193.imageshack.us/img193/3455/koopaheadlow.jpg
http://img15.imageshack.us/img15/3706/koopaheadwires.jpg
I brought it all together. Ignore the weird texture issues around the eyes in the highres image.
I also moved the arms/legs and thickened the white rim on the shell, the arms, and the legs.
E: also, Malloy, it was 344 polys before I brought it together, it's 405 after. Part of the reason to just stab things together is to save polys.
Roostervier
June 2nd, 2009, 11:35 AM
Lol, that's the same thing as SubD if I'm not mistaken.
DOMINATOR
June 2nd, 2009, 11:38 AM
Llama just add a Meshsmooth modifier then render. stop with the screen caps.
neuro
June 2nd, 2009, 11:45 AM
Llama just add a Meshsmooth modifier then render. stop with the screen caps.
maya doesnt have modifiers..
Lol, that's the same thing as SubD if I'm not mistaken.
yup
rossmum
June 2nd, 2009, 11:53 AM
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
You do realise that floating or intersecting geometry actually saves polies? And that as ugly as it can look at times, it's actually quite commonly used to good effect?
Yes, it's a sub-d model, so intersecting is bad. But complaining about poly waste on a sub-d model is a totally moot point, and if it wasn't sub-d, there'd be no real issues with intersecting geometry.
Llama Juice
June 2nd, 2009, 12:03 PM
The 3 key in maya is a smooth preview, it doesn't alter the geometry at all other than smoothing it temporarily for you to look at and play with. If you hit 1 it goes back to the main low res poly view. In Maya 2008 they expanded the 3 key's functionality from nurbs/subd to Polys as well so you can see what your model will look like smoothed.
I use the screen caps rather than rendering because if I render it then I have to fuck with lighting and render settings which isn't worth the restrictions it gives you for something like this situation. (to render an accurate wireframe view in Maya you have to take a UV snapshot of your model, and then apply that as a texture.... OR you can hit printscreen while the model is selected.... I'm a fan of the later)
rossmum
June 2nd, 2009, 12:35 PM
Alright, so it's a temporary sub-d then, in which case intersecting geo is quite fine for the LP product.
DOMINATOR
June 2nd, 2009, 02:29 PM
maya doesnt have modifiers..
yup
Mesh -> Smooth
i know all about maya.
BobtheGreatII
June 2nd, 2009, 04:23 PM
Meh...
So I'm not really all that happy with this model... so don't be to harsh to judge, but I wanted to make something from scratch... so yeah, here's my version of the Auto-Mag Pistol from ODST.
http://img189.imageshack.us/img189/2157/odstpistol.png
Edit: Also, yes I know, there are a crap load of details I didn't add. Oh well.
Heathen
June 2nd, 2009, 04:26 PM
I like it actually.
reminds me of the pistol from Fallout 3.
BobtheGreatII
June 2nd, 2009, 04:27 PM
I like it actually.
reminds me of the pistol from Fallout 3.
Ha ha, yeah I guess so...
Oh wow, I just realized I left out the safety and what not... crap... oh well, I'll try to get some updates later tonight... Maybe in game for fun.
ODX
June 2nd, 2009, 05:18 PM
Handle looks a bit thin and kind of wide as well(trigger---> place the palm goes). Use the Halo 2 Magnum as reference, because the Auto-Mag is essentially that but with a laser sight[?] and silencer.
Roostervier
June 2nd, 2009, 05:20 PM
Um, Bungie just used the Halo 3 pistol and edited the model and textures, so I think it'd be better if he used that one for reference. Also, aside from the slide, I think your model is pretty good Bob.
ODX
June 2nd, 2009, 05:23 PM
Um, Bungie just used the Halo 3 pistol and edited the model and textures, so I think it'd be better if he used that one for reference. Also, aside from the slide, I think your model is pretty good Bob.Whoops, sorry, I was confusing it with the animations they used to show it off. (Halo 2's)
I agree that it does look good though, especially since he made it from scratch and in about a day.
BobtheGreatII
June 2nd, 2009, 05:23 PM
Handle looks a bit thin and kind of wide as well(trigger---> place the palm goes). Use the Halo 2 Magnum as reference, because the Auto-Mag is essentially that but with a laser sight[?] and silencer.
Handle is not thin. And I used the Auto-Mag renders as reference, so I wouldn't worry about placement of things, it's all par.
http://www.bungie.net/images/Games/Halo3ODST/imagery/renders/Halo3-ODST_Automag-Pistol-02.jpg
http://img5.imageshack.us/img5/7296/automag.png
Also, Just wanted to say that this isn't meant to be a spot on recreation of the Auto-Mag... Just wanted to model it, and that's how it came out.
Um, Bungie just used the Halo 3 pistol and edited the model and textures, so I think it'd be better if he used that one for reference. Also, aside from the slide, I think your model is pretty good Bob.
Thanks, Uhm... if anyone could explain to me how the Auto-Mag's slide actually works, I would be glad to remodel that. For the life of me I coudln't find any detail on the gun firing.
Heathen
June 2nd, 2009, 05:35 PM
Handle is not thin. And I used the Auto-Mag renders as reference, so I wouldn't worry about placement of things, it's all par.
http://www.bungie.net/images/Games/Halo3ODST/imagery/renders/Halo3-ODST_Automag-Pistol-02.jpg
Also, Just wanted to say that this isn't meant to be a spot on recreation of the Auto-Mag... Just wanted to model it, and that's how it came out.
Thanks, Uhm... if anyone could explain to me how the Auto-Mag's slide actually works, I would be glad to remodel that. For the life of me I coudln't find any detail on the gun firing.
just saying this. The ridges in the front on the bottom of the barrel, its not an attachment (picatenny? [sp]) rail on the picture, but its more of one in your model.
Just fyi.
BobtheGreatII
June 2nd, 2009, 06:05 PM
just saying this. The ridges in the front on the bottom of the barrel, its not an attachment (picatenny? [sp]) rail on the picture, but its more of one in your model.
Just fyi.
Yeah... I know... :raise:
Thanks for pointing out what I decided to do different... lol.
Malloy
June 2nd, 2009, 06:19 PM
Yeh thats a rad adaptation man. Although the top reminds me of a Glock lol.
BobtheGreatII
June 2nd, 2009, 06:51 PM
Yeh thats a rad adaptation man. Although the top reminds me of a Glock lol.
Ha ha... yeah it should... I make that my default ejection when I can't figure out how it works on something I'm making... Fixed some things up:
http://img38.imageshack.us/img38/4540/automag2.png
Roostervier
June 2nd, 2009, 06:55 PM
Whoa, the back of yours looks way off. Not sure how to describe how you should go about fixing it, but take a look at it and the back of H3's.
BobtheGreatII
June 2nd, 2009, 06:59 PM
Whoa, the back of yours looks way off. Not sure how to describe how you should go about fixing it, but take a look at it and the back of H3's.
Well... if you can't come up with what's wrong with it, I have no reason to change it. Besides, Like I said, I wasn't aiming to create an exact replica.
ODX
June 2nd, 2009, 07:18 PM
Then what are we suppose to crit? That's showing off then, not looking for some help in your modeling. He's not saying to completely copy Halo 3's either, he's telling you to look off of it for reference to make your model look better.
Advancebo
June 2nd, 2009, 07:41 PM
Your missing those 2 lights on the back of the pistol.
And it seems thin looking from the back. Maybe make the attachment bulge a little on the sides.
Heathen
June 2nd, 2009, 07:42 PM
Your missing those 2 lights on the back of the pistol.
its probably gonna be done in textures.
Roostervier
June 2nd, 2009, 07:42 PM
http://img23.imageshack.us/img23/6683/fixi.jpg
There are my suggestions. And the part I say to bevel, it's only beveled on the part I marked in red, not any further up the slide. The part I said to taper is the lower back part of the gun, I marked the edges.
BobtheGreatII
June 2nd, 2009, 07:57 PM
Your missing those 2 lights on the back of the pistol.
And it seems thin looking from the back. Maybe make the attachment bulge a little on the sides.
No they're not, you just can't seem them in the render.
And holy shit. I didn't mean to piss everyone off. <:mad:>
Flyingrooster, I'm already redoing the back, chill out already. lol
ODX
June 2nd, 2009, 08:08 PM
And holy shit. I didn't mean to piss everyone off. <:mad:>It's alright, hard to respond to criticism in a nice looking manner sometimes.
jngrow
June 2nd, 2009, 08:11 PM
Did that bungie model have a smoothing error?
ExAm
June 2nd, 2009, 08:17 PM
Magazine needs to line up with the front of the grip. Do it.
Joshflighter
June 2nd, 2009, 08:33 PM
Aww man! Now there will be 500 guys making this pistol model. :(
Great so far though! :)
BobtheGreatII
June 2nd, 2009, 09:21 PM
Got the back detail done I think, let me know what you guys think... And as for the bottom of it that supports the slide..... that's as far out as I can beval it without everything looking retarded... but that's how that is. Anyway...
http://img188.imageshack.us/img188/6426/automagback.png
kid908
June 2nd, 2009, 10:44 PM
Got the back detail done I think, let me know what you guys think... And as for the bottom of it that supports the slide..... that's as far out as I can beval it without everything looking retarded... but that's how that is. Anyway...
then do it manually...go vertex by vertex don't let the auto bevel do everything. better but i still think the bottom half of the end is still way too rounded.
BobtheGreatII
June 2nd, 2009, 10:59 PM
then do it manually...go vertex by vertex don't let the auto bevel do everything. better but i still think the bottom half of the end is still way too rounded.
You misunderstood me Kid. The entire model looks funny if I do do the bevaling. It wasn't a matter of doing it or not. I can do it, it just doesn't look good. And the bottom is rounded... But it's not really meant to look the way it does, just how it came out.
rossmum
June 2nd, 2009, 11:28 PM
Did that bungie model have a smoothing error?
The smoothing on a lot of Bungie's ingame models is a bit suss. Move the H1 AR around under a lightsource a bit, you'll see what I mean - particularly if you have a shader fix installed which makes it shiny.
BobtheGreatII
June 2nd, 2009, 11:51 PM
The Halo 2 Magnum is just a small smoothed cube like weapon... it's hideous looking.
http://img135.imageshack.us/img135/1568/causehb4.png
ExAm
June 3rd, 2009, 12:27 AM
particularly if you have a shader fix installed which makes it shiny.Oh 'sup.
Heathen
June 3rd, 2009, 12:29 AM
dats a nice tripod thar.
BobtheGreatII
June 3rd, 2009, 12:33 AM
Fixed it.
Also:
http://img192.imageshack.us/img192/6374/ingamev.jpg
Just messing around, took a few minutes... longest part was reinstalling halo ce after formatting my hdd... : /
Shows me all the error's in my model though lol. Gonna have to fix those.
Edit: Also that thing that looks like a mess of faces, that's the magazine popping up from the bottom. Silly pistol animations.
Double Edit: I need to make my own studio thread I think...
Advancebo
June 3rd, 2009, 12:41 AM
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg1.png
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg1_wire.png
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg2.png
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg2_wire.png
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg3.png
http://i218.photobucket.com/albums/cc292/Advancebo/silencedsmg3_wire.png
SMG model by Bungie
Attachments (Silencer, flashlight, reflex) by Advancebo
Yah, I havent modeled an SMG. I will though.
And I just realized I forgot the wires..., I guess that can go on after I model an SMG.
Roostervier
June 3rd, 2009, 04:29 PM
I made a plasma pistol for a mod. 100% custom. These renders are showing off the baked textures, so it should be more accurate to ingame.
http://img194.imageshack.us/img194/3214/36470993.jpg
http://img195.imageshack.us/img195/5313/pp2v.jpg
http://img268.imageshack.us/img268/3770/pp3p.jpg
SMASH
June 3rd, 2009, 04:42 PM
I think it looks great rooster but there are some texturing errors on the handle, whether it be stretched UVs or the texture not matching up.
Roostervier
June 3rd, 2009, 04:46 PM
The part that doesn't match up in the trigger area doesn't concern me much. You won't really ever be seeing that area in game.
Hunter
June 3rd, 2009, 05:38 PM
:O I really like that PP.
MetKiller Joe
June 3rd, 2009, 05:47 PM
The two plasma capacitors (the two green things) could use chamfering on the edges and then smoothing; right now, they look boxy relative to the model. Also, it seems that you applied a texture and then used a UVW Map -> Plane mode (you may not have) and that has caused a bit of skewing of the texture (I'd just set it to Box mode, which will get rid of that).
Nothing major honestly. The model itself is great, and I'm probably just nitpicking. Still, those should be easy fixes.
Roostervier
June 3rd, 2009, 05:59 PM
I did that to save UV space. Unless you're purposefully going out to look at that part of the gun, you'll never see it. Since it's basically all one colour there anyway, it isn't that noticeable, even up close.
MetKiller Joe
June 3rd, 2009, 06:10 PM
I did that to save UV space.
Couldn't you just make those parts smaller in UV space? It doesn't seem like they need much detail. A green texture would do just fine.
Roostervier
June 3rd, 2009, 06:11 PM
I guess, but this was easier and it still won't be noticed in game.
Hunter
June 3rd, 2009, 06:16 PM
Finished apart from minor adjustments. But most parts which need adjusting wont be seen as Penguin will probably remove the interior. I will fix when I come to use it.
http://i58.photobucket.com/albums/g268/martynball/Finished_Pelican_1.jpg
Will post more renders + wires in penguins thread later. They are currently rendering.
7.3K Triangles roughly.
NuggetWarmer
June 4th, 2009, 03:01 AM
Working on a map based of some screenshots/concept art for Halo 3: ODST.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/H3ODSTMap.png
SnaFuBAR
June 4th, 2009, 03:50 AM
this is funny because you seem to not even notice that he made this with nurbs/sub-D, and did it very poorly too.
not saying you're not right on all accounts, i'm just saying you're a parrot.
Hey bitch, nice of you to finally sign up. How've things been at the studio? You must be swamped with work, we hardly talk anymore. Stop messaging me to say hi and then "meeting, brb". You never come back. Now that you're here, though, you'll be wasting phenomenal amounts of time at work, just like me :D
neuro
June 4th, 2009, 03:51 AM
wasting time at work huh, nothing new there. :3
SnaFuBAR
June 4th, 2009, 05:39 AM
wasting time at work huh, nothing new there. :3
:highfive:
Pooky
June 4th, 2009, 10:55 AM
The Halo 2 Magnum is just a small smoothed cube like weapon... it's hideous looking.
http://img135.imageshack.us/img135/1568/causehb4.png
Didn't they do that with a lot of the H2 models, which was what gave the game its characteristic fuzzy, plastic-y look?
BobtheGreatII
June 4th, 2009, 12:52 PM
Didn't they do that with a lot of the H2 models, which was what gave the game its characteristic fuzzy, plastic-y look?
Part of me wants to forgive them... because I mean, Halo 2 did have like, x2 the looks of Halo, but Halo 2 had to still run on the same platform the first Halo did. But again, it seems like they put more effort in to the models in Halo 1 then they did 2.
Chainsy
June 4th, 2009, 03:46 PM
Also microsoft cut them off with deadlines on h2, so it was rushed, and many levels and other goodies were cut.
ExAm
June 4th, 2009, 03:52 PM
it seems like they put more effort in to the models in Halo 1 then they did 2.OMG GUYS CHECK THIS OUT WE CAN BUMP MAP NOW SO WE DON'T HAVE TO PUT ANY EFFORT INTO OUR MODELS LOL.
BobtheGreatII
June 4th, 2009, 03:54 PM
OMG GUYS CHECK THIS OUT WE CAN BUMP MAP NOW SO WE DON'T HAVE TO PUT ANY EFFORT INTO OUR MODELS LOL.
Yeah pretty much lol.
Disaster
June 4th, 2009, 05:42 PM
They generate there normal maps by modeling high poly meshes ( most of the time) :|
Jean-Luc
June 4th, 2009, 05:43 PM
Actually, most of the normal maps in Halo 1 and Halo 2 appeared to be hand-painted, rather than baked.
Disaster
June 4th, 2009, 05:48 PM
Actually, most of the normal maps in Halo 1 and Halo 2 appeared to be hand-painted, rather than baked.
All of h1s normals are hand painted but Some of h2s are from bakes. If you look closely, on baked ones, you will see smoothing that is done from normals like the rounding of hard edges.
E: I haven't actually seen the h2 normals so I don't know 100%
Cagerrin
June 4th, 2009, 10:38 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/subdermis_blocker.jpg
Inspired a bit by the blockers(need a better term) on Narrows. 398 tris.
Would get a wireframe but Kerkythea confuses me greatly.
Sever
June 5th, 2009, 07:16 AM
Inspired a bit by the blockers(need a better term) on Narrows. 398 tris.It actually looks pretty good. I suggest that you complete the second half of it, which even Bungie hasn't done often enough.
Please excuse my shitty text-based sketch that is to follow.
You currently have this:
A=/==\=A <- side view
but you could have this:
A=/==\=A <- blocker protruding above bridge
======== <- bridge
|...|..|...|
\...\../.../
.\...=.../ <- fin protruding underneath bridge
..\____/
I'll try and get you a sketch later - gotta go to work now.
Keep up the good work!
Llama Juice
June 5th, 2009, 02:02 PM
You get renders this time.
http://img410.imageshack.us/img410/9886/koopanewsmall.jpg
http://img230.imageshack.us/img230/1802/koopaheadsmall.jpg
http://img3.imageshack.us/img3/5716/koopabacksmall.jpg
I dunno how to make the parts where his arms/legs meet the shell look decent. I might model a small hole into them like how there is for the neck, but... meh. Right now I just painted the ends of his arms black to match the "hole" just to hide the silhouette of the low poly arm going into the shell geometry.
He's 3394 tris
MetKiller Joe
June 5th, 2009, 08:51 PM
http://img410.imageshack.us/img410/9886/koopanewsmall.jpg
http://img230.imageshack.us/img230/1802/koopaheadsmall.jpg
http://img3.imageshack.us/img3/5716/koopabacksmall.jpg
The black holes for the arms don't look great, and I'd just get rid of them (I challenge you, though, to make them more round).
The ankles still need to be scaled a mite more to have them just about touch the toe part of the shoe. Lastly, I'd make the fingers just a little less pointy (I don't think this will add much to the tri count).
Llama Juice
June 6th, 2009, 12:13 AM
I was thinking about redoing the hands to make them more.. hand like haha.
I was trying to make this koopa
http://www.mariowiki.com/images/thumb/e/e0/Koopypoopy.PNG/200px-Koopypoopy.PNG
but... the hands are like.... yar so I'm probably going to redo it to make em more like the ones below.
http://themushroomkingdom.net/images/mkdd/mkdd_koopas.jpg
http://mikejunior.com/assets/images/mgtt_koopa.jpg
Also, someone on another forum said they'd love me if I put it ingame haha so I did.... kinda :P
http://img93.imageshack.us/img93/7248/koopaut3.jpg
The shells are Kactors, so if you shoot them they move around :P
Advancebo
June 6th, 2009, 12:21 AM
Whats a kactor?
Llama Juice
June 6th, 2009, 07:10 AM
Whats a kactor?
so if you shoot them they move around :P
Basically movable scenery in UT3.
MetKiller Joe
June 6th, 2009, 09:50 AM
Kinematicactor?
Joshflighter
June 6th, 2009, 10:44 AM
That's pretty cool! I dunno, the textures seem to need lil more work, but its still cool.
=sw=warlord
June 7th, 2009, 11:53 AM
Im not too sure i like the proportions for this neck section im guessing its due to having no slats on the shoulders.
http://img194.imageshack.us/img194/1087/screenhunter01jun071644.jpg
ODX
June 7th, 2009, 06:39 PM
SMG Animations for both versions of the ODST SMG I have(Disaster's SMG and Advancebo's SMG).
Disaster's ODST SMG:
http://www.youtube.com/watch?v=CVKnURA26N8
Advancebo's ODST SMG:
http://www.youtube.com/watch?v=4VJupfCfZDs
Please make sure you read the descriptions, they explain quite a lot.
Llama Juice
June 8th, 2009, 12:36 AM
I was lookin at some other reference of the koopa and realized his shape wasn't quite right.
http://img197.imageshack.us/img197/7607/koopahead.jpg
http://img504.imageshack.us/img504/425/koopafriends.jpg
http://img413.imageshack.us/img413/6744/koopaside.jpg
http://img524.imageshack.us/img524/2515/koopaback.jpg
Haven't fixed his textures yet, but I have an idea on how to get the holes where his arms/legs go better.
The first time I UVd that shell I just unfolded it and got it to not stretch... the 2nd time I planar mapped it from the front of the shell to get the lines to be straight... (then unfolded a little bit around the sides to make it not stretch so much) but if I planar map it from the side I should be able to still get the straight lines across the front, but the sides of the shell (where I need to paint the holes) won't be stretching so I'll be able to paint them in. the lines will be stretching but it won't matter because... they're just straight lines.
neuro
June 8th, 2009, 02:58 AM
you know you dont have to make the thing on continuous piece of UV material right.
you can just map ti how you want so you dont distort your stuff, or even place ou8t some geometry over it, and render to texture, so you can use that a s a guide of where you would put your lines and/or holes.
Llama Juice
June 8th, 2009, 07:48 AM
you know you dont have to make the thing on continuous piece of UV material right.
you can just map ti how you want so you dont distort your stuff, or even place ou8t some geometry over it, and render to texture, so you can use that a s a guide of where you would put your lines and/or holes.
It's a rounded surface, there's not much leeway for getting it to unfold without stretching. I want that bottom part of the shell to be one "shell" in the UV editor so I don't have to deal with painting seams. I know I sounded kinda noobish saying that I'll just deal with the planar maps and such, rather than fixing them... but I know how to UV and that just seems like the best route to get a layout that will allow me to make my circles in the side and still keep my lines straight.
I tried using the arms and legs to create the black holes on the sides of the shell using an AO map (just scaled up the arms and legs a little bit so that the holes would be slightly larger than they usually would be so that you could actually see them) but since it was on it's side it was stretching weird and it wouldn't work right. If I tried unfolding it then I'd have weird stretching across the front and the lines there wouldn't work out right for me.
I didn't think of using geometry to make the lines before though, that could be interesting.
neuro
June 8th, 2009, 10:04 AM
you can really just bend a cylinder over your lowpoly mesh, and render to texture, and use that as a template. because it's a backwards process, the line will get bent around your uv-template, and not the otherway around, so you'll have a guaranteed properly curved line, across an uneven surface, and even across UV seams.
Llama Juice
June 8th, 2009, 12:05 PM
Uhh I have no idea what you're talking about haha. Render to texture? Could you point me to a tutorial or explain what you mean? The only type of render to anything I've done (aside from normal renders) is like an AO map and stuff like that. I guess I could do it that way, but it sounds like you're saying something else.
EDIT: I use Maya btw.... if you know how to do it in Maya that'd be amazing.
mech
June 8th, 2009, 12:11 PM
He's talking about normal mapping.
Llama Juice
June 8th, 2009, 12:15 PM
Ahh, that makes more sense. Thanks :P
Daniel117
June 8th, 2009, 01:19 PM
SMG Animations for both versions of the ODST SMG I have(Disaster's SMG and Advancebo's SMG).
Disaster's ODST SMG:
http://www.youtube.com/watch?v=CVKnURA26N8
Advancebo's ODST SMG:
http://www.youtube.com/watch?v=4VJupfCfZDs
Please make sure you read the descriptions, they explain quite a lot.
Thats awsome i luv disasters animation
Newbkilla
June 8th, 2009, 02:38 PM
Oh God, he joined Modacity as well.. Daniel is annoying as hell on Halomaps..
Spartan094
June 8th, 2009, 04:05 PM
LOL, he might have changed newbkilla, ya never know :p
Heathen
June 8th, 2009, 04:59 PM
Working on a map based of some screenshots/concept art for Halo 3: ODST.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/H3ODSTMap.png
legit
E: also, sup daniel.
paladin
June 8th, 2009, 05:05 PM
legit
2L3G1T 2QUIT
Heathen
June 8th, 2009, 05:17 PM
2L3G1T 2QUIT
fasho
Roostervier
June 8th, 2009, 08:10 PM
http://img132.imageshack.us/img132/7582/smg1.jpg
http://img44.imageshack.us/img44/1630/smg2.jpg
WIP. Boba pointed out to me that the thing on the butt of the stock is supposed to be a button/clip thing, which makes sense because it would allow the stock to fold. So I'll fix that. Yes, there's a bit of stretching in areas too. Any thing else I don't see, or any good ideas for it?
jngrow
June 8th, 2009, 08:17 PM
Iunno, the "body" of the gun just looks like it has a really boring shape to it- it looks more interesting in all of the games.
Heathen
June 8th, 2009, 08:24 PM
Looks nice to me.
Not to busy and nicely done.
MetKiller Joe
June 8th, 2009, 08:55 PM
http://img132.imageshack.us/img132/7582/smg1.jpg
http://img44.imageshack.us/img44/1630/smg2.jpg
WIP. Boba pointed out to me that the thing on the butt of the stock is supposed to be a button/clip thing, which makes sense because it would allow the stock to fold. So I'll fix that. Yes, there's a bit of stretching in areas too. Any thing else I don't see, or any good ideas for it?
Hand grip is a bit too blocky. Also, the skin looks a bit bland without scratches. I see some, but they are a bit too subtle.
Roostervier
June 8th, 2009, 09:21 PM
I could up the opacity. I'll try that.
neuro
June 9th, 2009, 03:03 AM
He's talking about normal mapping.
not directly, but since normalmaps are made the exact same way, and you only really just need to bake out a template, yes i guess you can bake out a normalmap.
itszutak
June 9th, 2009, 03:38 AM
http://img23.imageshack.us/img23/2157/71505998.png
My only complaint-- texture is stretched there and would look like crap in first person.
BobtheGreatII
June 9th, 2009, 12:10 PM
My only complaint-- texture is stretched there and would look like crap in first person.
l2read
He already said he knew about the stretching and that he was going to fix it.
Roostervier
June 9th, 2009, 12:14 PM
Never actually said I'd fix it, and you actually don't notice it in first person because of the angle its at. I may fix it, but the uvs are kind of compact, and there's not much room for expansion.
Reaper Man
June 9th, 2009, 01:17 PM
So, uh http://feignphoto.com/newtemplate/index.html
The bio and contact pages are done, the flash-based gallery will be up soon. What should I do for the front page? I was thinking having 1 main photo (that maybe cycles - java based slideshow or something) and some sort of greeting message...
Anyway, crit for the whole website, welcomed. The URL is obviously temporary, as I don't wanna take my current website offline just because I'm testing this new layout.
MetKiller Joe
June 9th, 2009, 01:42 PM
So, uh http://feignphoto.com/newtemplate/index.html
The bio and contact pages are done, the flash-based gallery will be up soon.
Don't make people wait for your website to load.
LightBox 2 (http://www.huddletogether.com/projects/lightbox2/)
FrogJS (http://www.puidokas.com/portfolio/frogjs/)
LightBox supports multiple galleries per page, but FrogJS only supports one. I've heard there are ways to get FrogJS to instance on a page with frames, but I've never tried it.
The benefit of FrogJS is that the gallery is just there. No need for the user to click and wait (all images can be preloaded).
As for the Bio site, very nice photo, but I'd go with something that shows your face. The purpose of that picture, I presume, is to show yourself; don't make whoever looks at it guess how you may look.
As for the front-page. I wouldn't put anything fancy there. A description that can be read in 5-10 seconds with 12-14 pt font. I'd have a link to your porfolio as well.
If you hand your card to somebody, and tell them "Look at this website for my work," make it easy on their time because they won't spend more than 30 seconds looking at the site as a preview (then if they like what they see they will continue).
I'd add some more CSS to the links at the bottom (when you hover over them, they light up), and for the contact page I'd do the same. It wasn't obvious that those were links (I would use a simple font there and preload the images).
Lots of small things, but they all kinda collude, so I'd fix 'em.
Ivan Feign is an 18 year old, self-taught photographer who, at the age of 15, first picked up a camera, and, A[just a suggestion] after getting his first DSLR on his 16th birthday, he was completely hooked on photography.
.
.
////
Since then he has, on top of his creative photography, covered events such as proms, performances [which ones; link would be nice] and commercial advertisements [example? link would be nice].
Ivan mainly uses his DSLRs for his photography. However, for artistic endeavors [don't use complex language to describe something simple; e.g. (artistic photography)], he uses repertoire film cameras. Ivan usually uses color slide films such as Velvia and Ektachrome. He uses as well as Ilford films for black and white photography.
/// <-- this section could compressed and combined a bit
.
.
Ivan will be studying photography at Savannah College of Art and Design as a cohort of the class of 2013 where he hopes to delve deeper into the world of photography [again, use simple language; (learn more about and practice his photography).
Reaper Man
June 9th, 2009, 01:49 PM
Don't make people wait for your website to load.
LightBox 2 (http://www.huddletogether.com/projects/lightbox2/)
FrogJS (http://www.puidokas.com/portfolio/frogjs/)
LightBox supports multiple galleries per page, but FrogJS only supports one. I've heard there are ways to get FrogJS to instance on a page with frames, but I've never tried it.
The benefit of FrogJS is that the gallery is just there. No need for the user to click and wait (all images can be preloaded).
As for the Bio site, very nice photo, but I'd go with something that shows your face. The purpose of that picture, I presume, is to show yourself; don't make whoever looks at it guess how you may look.
As for the front-page. I wouldn't put anything fancy there. A description that can be read in 5-10 seconds with 12-14 pt font. I'd have a link to your porfolio as well.
If you hand your card to somebody, and tell them "Look at this website for my work," make it easy on their time because they won't spend more than 30 seconds looking at the site as a preview (then if they like what they see they will continue).
I'd add some more CSS to the links at the bottom (when you hover over them, they light up), and for the contact page I'd do the same. It wasn't obvious that those were links (I would use a simple font there and preload the images).
Lots of small things, but they all kinda collude, so I'd fix 'em.
The photo is sorta temp, it was the only nice one I could find. I'll take a self portrait soon, since I also need one for my Student ID at SCAD. I was thinking of adding a glow to the links at the bottom on mouseover.
I'll look into those galleries, thanks. This is the one I was looking at though, I like it because it can have multiple galleries http://flash-gallery.com/zen-flash-gallery/demo/
E: Wow, lightbox looks pretty sweet too, I hope you can disable the blackout when you click the image, as it sorta defeats the purpose of the design of my website (photo studio/projector backdrop)
I'll look into it tomorrow. I've got a cold and it's 1:50am. I need some sleep.
Huero
June 9th, 2009, 03:48 PM
http://i56.photobucket.com/albums/g180/huerosam/Concept2-1.png
Concept for a Netbook OS such as Moblin; this screen would be accessed by clicking "Applications" at the bottom, then "Internet" and then "Browser." I am aware that the dimensions of certain objects (sidebar, for example) are fucked.
e: Oh, and this is just the layout. Final product would NOT look like this, though the layout would remain (having used all the constructive criticism possible, of course)
Heathen
June 9th, 2009, 03:54 PM
http://i56.photobucket.com/albums/g180/huerosam/Concept2-1.png
Concept for a Netbook OS such as Moblin; this screen would be accessed by clicking "Applications" at the bottom, then "Internet" and then "Browser." I am aware that the dimensions of certain objects (sidebar, for example) are fucked.
Like I said on AIM.
Its ugly because it seems to crowded.
kid908
June 9th, 2009, 09:05 PM
Here's a small update on my works. The first one is a person i was assigned to make in pastel in my art class. The last 2 are photo of a plant infront of my house (color might be off since my screen isn't calibrated correctly right now).
http://fc07.deviantart.com/fs48/f/2009/160/c/3/Steve_Carell_by_kid908.jpg
http://kid908.deviantart.com/art/Steve-Carell-125387598
http://fc03.deviantart.com/fs44/f/2009/160/8/1/The_Flower_1_by_kid908.jpg
http://kid908.deviantart.com/art/The-Flower-1-125388285
http://fc01.deviantart.com/fs49/f/2009/160/a/a/The_Flower_2_by_kid908.jpg
http://kid908.deviantart.com/art/The-Flower-2-125388468
Heathen
June 9th, 2009, 09:30 PM
Here's a small update on my works. The first one is a person i was assigned to make in pastel in my art class. The last 2 are photo of a plant infront of my house (color might be off since my screen isn't calibrated correctly right now).
Good shit to me.
Reaper Man
June 9th, 2009, 10:32 PM
While the flower shots are nice and all, it's sorta boring to have them composed dead center. I do love the contrasting colors though.
Why does it have scanlines?
kid908
June 9th, 2009, 10:53 PM
While the flower shots are nice and all, it's sorta boring to have them composed dead center. I do love the contrasting colors though.
Why does it have scanlines?
uh cuz i didn't scan it. photographed and there are distortion because of the angle; i tried to get as centered as possible then just cropped some parts out.
also the flowers...uh i accidentally uploaded the same one twice =\
Reaper Man
June 10th, 2009, 05:25 AM
No, there's lines going across the image, scanlines or just bad compression.
kid908
June 10th, 2009, 09:49 AM
Tell me which image cuz I don't really scan anything so im troubled by your comment.
also here was the actual other flower image lmao.
http://fc08.deviantart.com/fs49/f/2009/161/3/0/The_Flower_1_by_kid908.jpg
Jean-Luc
June 10th, 2009, 01:33 PM
Heathen, stop quoting photos. It upsets me :(
NuggetWarmer
June 10th, 2009, 03:14 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/FalconOVERDRIVERAHHHHH.png
Been adding shit to the Falcon. Gotta fix errors and change some stuff around ya
=sw=warlord
June 10th, 2009, 03:16 PM
working on a forerunner flag pedistal.
http://img7.imageshack.us/img7/9457/pedistal.jpg
Newbkilla
June 10th, 2009, 04:14 PM
http://img195.imageshack.us/img195/199/sideviewd.jpg
Some other Sci-fi hallway
Huero
June 10th, 2009, 04:20 PM
why is it that any time i post anything it it quickly overshadowed by another's work/ignored completely
thanks for the crit though guys i REALLY appreciate the effort
Heathen
June 10th, 2009, 04:44 PM
Heathen, stop quoting photos. It upsets me :(
I know, I don't realize that I do it :(
=sw=warlord
June 10th, 2009, 04:45 PM
why is it that any time i post anything it it quickly overshadowed by another's work/ignored completely
thanks for the crit though guys i REALLY appreciate the effortIt happens to everyone so dont take it personal.
MetKiller Joe
June 10th, 2009, 05:53 PM
http://i56.photobucket.com/albums/g180/huerosam/Concept2-1.png
A bit too much stuff to sift through, and doesn't seem as intuitive as it could be. Also, doesn't seem very customizable.
Joshflighter
June 10th, 2009, 06:24 PM
-pic-
Been adding shit to the Falcon. Gotta fix errors and change some stuff around ya
Gone a long way for the better. The turrent at the buttom, looks funny to me. Lol.
ExAm
June 10th, 2009, 06:31 PM
Gone a long way for the better. The turret at the buttom, looks funny to me. Lol.
ftfy
Why the hell does everyone call them turrents?
=sw=warlord
June 10th, 2009, 06:33 PM
ftfy
Why the hell do everyone call them turrents?
ftfy
Newbkilla
June 10th, 2009, 06:59 PM
why is it that any time i post anything it it quickly overshadowed by another's work/ignored completely
thanks for the crit though guys i REALLY appreciate the effort
Mine was ignored too :l But hey, must have not been too bad, because someone would have already said so.
ExAm
June 10th, 2009, 07:00 PM
ftfy
Why the hell do everyone call them turrents?
ftfy
http://i.eprci.net/picard-facepalm
Look at you, look how wrong you are :downs:
Let me break this down for you. It goes like this:
Why the hell does everyone call them turrents?Since the word is a compound meaning "every one", It is, in grammatical terms, singular. Here's a situation in which you would use "do":
Why the hell do all you people call them turrents?"People" is plural, and thus justifies the use of "do".
It's a little thing called subject-verb agreement. Look it up. :eng101:
=sw=warlord
June 10th, 2009, 07:05 PM
http://i.eprci.net/picard-facepalm
Let me break this down for you. It goes like this:
Since the word is a compound, meaning "every one", It's singular. Here's a situation in which you would use "do":
"people" is plural, and thus justifies the use of "do".
It's a little thing called subject-verb agreement. Look it up.
You do realise i was joking right?
Maybe i should just use :effort: each time i be sarcastic.
ExAm
June 10th, 2009, 07:11 PM
You do realise i was joking right?
Maybe i should just use :effort: each time i be sarcastic.Make it clearer next time, lest you face my wrath again.
Reaper Man
June 10th, 2009, 09:25 PM
Tell me which image cuz I don't really scan anything so im troubled by your comment.
also here was the actual other flower image lmao.
Look carefully and you'll see. Hmm, did you use digital zoom when you took that? Because it may explain the banding. On closer inspection it looks like aliasing/pixellation. You should never use digital zoom, it's better to crop an image post-process, since that's all that digital zoom is doing.
kid908
June 11th, 2009, 10:08 AM
Look carefully and you'll see. Hmm, did you use digital zoom when you took that? Because it may explain the banding. On closer inspection it looks like aliasing/pixellation. You should never use digital zoom, it's better to crop an image post-process, since that's all that digital zoom is doing.
If you're talking about the pastel, I had to manually fix the proportion in PSP b/c i didn't center the camera over the shot correctly. I would can it, but 1.) pastels tend to leave behind marks 2.) I don't have a big enough scanner. If it is the flower, I'll have to take a closer analysis.
Reaper Man
June 11th, 2009, 10:18 AM
If you're talking about the pastel, I had to manually fix the proportion in PSP b/c i didn't center the camera over the shot correctly. I would can it, but 1.) pastels tend to leave behind marks 2.) I don't have a big enough scanner. If it is the flower, I'll have to take a closer analysis.
...pastel?
rossmum
June 11th, 2009, 02:52 PM
http://allaircraftarcade.com/forum/viewtopic.php?p=199788#199788
fuck reposting all of that here
Hunter
June 12th, 2009, 10:09 PM
How sexy would this look with a texture. Lol
http://i58.photobucket.com/albums/g268/martynball/hornet_render_1.jpg
Basically I was bored and wanted to set up a good rendering scene. Tryed the pelican first.
http://i58.photobucket.com/albums/g268/martynball/pelican_render_1.jpg
Will try again when I have textures and normal maps :P
Heathen
June 12th, 2009, 10:35 PM
nice
MetKiller Joe
June 12th, 2009, 11:13 PM
Looks like something from an anime; otherwise, nice.
Corndogman
June 13th, 2009, 12:06 AM
Could do with a little less DOF, but otherwise nice. I really like the way the models seem to pop out of the scene. Textures and normals would also help that. Could maybe do with a few more lights shining up from underneath, just not that boring-ass purple/green stuff.
Rob Oplawar
June 13th, 2009, 02:45 PM
Dude, nice renders. That mental ray?
DEElekgolo
June 13th, 2009, 03:22 PM
Default scaline
Rob Oplawar
June 13th, 2009, 05:27 PM
O.O i didn't know it could do some of those effects
kid908
June 13th, 2009, 08:06 PM
O.O i didn't know it could do some of those effects
It always could, you just needed to open the effect panel.
=sw=warlord
June 14th, 2009, 07:55 AM
Been working on a foreruner platform i would like some advice on.
Im baseing it on some halo 1, 3 and halowars style and tech.
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform2.png
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform1.png
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform3.png
Any help or ideas would be greatly appreciated.
Malloy
June 14th, 2009, 08:04 AM
Its ok, but whenever I make or think about making forerunner :P, I always think, 'Would Bungie use it?', So keep playin with it until 'bingo'
=sw=warlord
June 14th, 2009, 08:09 AM
Its ok, but whenever I make or think about making forerunner :P, I always think, 'Would Bungie use it?', So keep playin with it until 'bingo'
I know im thinking of adding braces of some sort or having some kind of energy rope because with that much weight on just the point where it goes into the wall/cliff/what ever would most likely cause the thing to snap off if there was a earth quake or large explosion.
That, is what i need help on ideas for how to brace it.
rossmum
June 14th, 2009, 10:22 AM
Any help or ideas would be greatly appreciated.
Not getting the Forerunner vibe; I can't really explain why, I'm just not. It's either there or it's not, and in this case I can sort of see some elements of their designs but they're not assembled in such a way as is required to make a whole.
That probably makes fuck all sense, but I think you get the picture.
MetKiller Joe
June 14th, 2009, 10:28 AM
Been working on a foreruner platform i would like some advice on.
Im baseing it on some halo 1, 3 and halowars style and tech.
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform2.png
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform1.png
http://i5.photobucket.com/albums/y175/the_dark_warlord/platform3.png
Any help or ideas would be greatly appreciated.
This looks a lot like construct, so if you'd like to approach a more forerunner style I'd suggest taking a quick peek at that level for reference (if you don't have it PM me and I'll send you some screens). Right now, it is a bit too flat and there isn't much going on up top. Nice architecture, just there isn't enough of it.
=sw=warlord
June 14th, 2009, 10:46 AM
@rossmum: yes i know exactly what you are saying, the two modules i have infront of the generators i think i may remove as they just don't seem to have the correct vibe, they were based on something found on the ark but in this situation im not sure their appropriate.
Could be why it dosnt seem forerunner and i think i may need to remake the sides where i was going to add a light strip.
@metkillerjoe: Yes i've got halo 3im playing it now actualy to get some ideas for what to add to the model.
Im planning on having this as some sort of generator platform where the generators absorb ambient heat to power a station near by which i think would make the environment rather cold.
Malloy
June 14th, 2009, 11:03 AM
I found the angles in 'Red' were off maybe because you used a bevel then scale approach?
http://img4.imageshack.us/img4/3886/cobbycrit.jpg
Edit:
Unless you rendered in 'User' for some obsurd reason.
kid908
June 14th, 2009, 02:40 PM
Pull out those 3d glasses! Here's a few games and movies i pulled out and made a 3d image from. Those are some, not all if you're complaining about my game selections.
http://i113.photobucket.com/albums/n211/kid908/games.jpg
Hunter
June 14th, 2009, 02:44 PM
You have acheived the effect well. Really pops out of the screen. Looks awesome.
Con
June 14th, 2009, 03:51 PM
I only have polarized glasses, none of those red/blue ones :(
Llama Juice
June 14th, 2009, 03:58 PM
^ same.
Redo it using the polarization method.
Con
June 14th, 2009, 05:17 PM
^ same.
Redo it using the polarization method.
you do realize there's nothing you can do to an image to make it polarized on a monitor?
Heathen
June 14th, 2009, 05:55 PM
you do realize there's nothing you can do to an image to make it polarized on a monitor?
pretty sure he knew that.
Llama Juice
June 14th, 2009, 06:09 PM
you do realize there's nothing you can do to an image to make it polarized on a monitor?
Yea, but does kid908 know that? It's like going to a grocery store and asking them to get cashews in a shell.
ExAm
June 15th, 2009, 01:20 AM
Yea, but does kid908 know that? It's like going to a grocery store and asking them to get cashews in a shell.
Or headlight fluid.
Heathen
June 15th, 2009, 01:27 AM
Or headlight fluid.
rofl
=sw=warlord
June 15th, 2009, 12:23 PM
Updated my platform.
Hopefully this will give it more forerunner vibe, the idea is its a platform for power generation and the three structs next to the emmiter are there for cooling purposes.
If i use this then it will most likely be used in a ice map of some sort.
http://img200.imageshack.us/img200/6489/platformx.png
Sever
June 15th, 2009, 12:34 PM
Updated my platform.
Hopefully this will give it more forerunner vibe, the idea is its a platform for power generation and the three structs next to the emmiter are there for cooling purposes.Forerunner architecture elements do not a Forerunner construct, make.
You have a pulse emitter without any casing or deeper construction - you can't just have it sitting there on the platform without any interaction with anything else. It just doesn't work.
God dammit people stop making me have to rant on Forerunner systems!
=sw=warlord
June 15th, 2009, 12:37 PM
Thats my point, how should i progress to make it interact more thuroughly because if i felt this was good enough i would not be asking here in the first place.
I went through the halo trilogy campaign yesterday just for some ideas and i cannot think of any ways to make the main idea work well.
for the emmiter should i have something directly below, next to the units besides it should i add something below them to make the module seem more built into the platform?
Those are the things i am asking.
rossmum
June 15th, 2009, 01:00 PM
The generator belongs in a room, preferably cavernous. Not outdoors on a platform.
Things which do belong on a platform are those weird Hog-sized cube duders, or simply blank space for a landing pad.
e/ Oh, lose those supports, too. They just look wrong. If you absolutely must have some kind of support (which I don't really recommend, most small-to-medium-sized Forerunner platforms are cantilevered and the larger ones are typically supported by pillars), make it conform to Forerunner angles and design. Triangular lines and 30/45/60-degree angles are the way to go.
Sever
June 15th, 2009, 02:07 PM
The generator belongs in a room, preferably cavernous. Not outdoors on a platform.Exactly. As I said, a casing and deeper construction.
teh lag
June 15th, 2009, 02:31 PM
Every model begins somewhere...
http://tehlag.modacity.net/one/pix/wip/ODST-04.png
http://tehlag.modacity.net/one/pix/wip/ODST-05.png
I've taken a few creative laziness liberties with it, so do bear with me on those. I suppose my detail distribution is a little wacky; in some places I've modeled in tiny details while others are flat and bland... I suppose I'll go back over it when I've got more direction in what I want to model and decide on one or the other. This is also the first time modeling that I've made a deliberate effort to keep my number of tris (vs. quads) down, with questionable success.
Any worthwhile comments would be much appreciated.
MetKiller Joe
June 15th, 2009, 02:38 PM
http://img3.imageshack.us/img3/6928/odsthelmet.jpg
How many polies is that helmet? The wireframe looks clean.
@warlord:
http://img3.imageshack.us/img3/9828/platformcrit.jpg
Just some suggestions. Disregard the red spray, I was going to indicate that's where you could put the reflective material, but then I just realize that was everywhere anyway.
Looks nice and minimalistic, that's why I'm suggesting you make the materials stand out.
Edit: @lag below:
You can always just use it as a high poly model and bake some normals. It wouldn't fit in Halo unless you brought down the LOD; though, I'm probably not telling you something you didn't know.
teh lag
June 15th, 2009, 02:44 PM
Oh wow, I feel dumb. Turns out my ref was stretched out horizontally about 50%, no wonder it's too long...
Good thing I caught it now at least.
Also 3114 Polies total (:(, though keep in mind my above comment about detail)
Hunter
June 15th, 2009, 04:29 PM
Ive got some crit for you. MAKE THE REST OF THE BODY, PUT IN-GAME, AND RELEASE! Okay :)
Seriously though, looks amazing. How many triangles is it? And what references did you use?
ICEE
June 15th, 2009, 05:12 PM
At this rate the whole biped will be far to high poly to put in game
SnaFuBAR
June 15th, 2009, 05:17 PM
At this rate the whole biped will be far to high poly to put in game
stop modeling for halo ce, it's inferior.
Disaster
June 15th, 2009, 05:19 PM
stop modeling for halo ce, it's inferior.
This, but if he was, all he would have to do is take his high poly mesh into Zbrush and use its retopo tool to make a low poly version.
teh lag
June 15th, 2009, 06:17 PM
At this rate the whole biped will be far to high poly to put in game
Indeed. I plan on downresing it for CE use, but right now I'm not constraining myself (or rather, I'm only constrained by my ability).
Ive got some crit for you. MAKE THE REST OF THE BODY, PUT IN-GAME, AND RELEASE! Okay :)
Seriously though, looks amazing. How many triangles is it? And what references did you use?
Already said the tri count. My primary ref for the helmet was this (http://www.bungie.net/projects/odst/asset_popup_viewer.aspx?at=51&cc=29&item=11), along with H3 ODST screenshots and other pics from the B.net concept art page. The Art of Halo 3 helped too.
Rob Oplawar
June 15th, 2009, 08:07 PM
Hey lag, have I ever told you that Project Shockwave needs you?
Llama Juice
June 15th, 2009, 08:51 PM
http://img199.imageshack.us/img199/4863/cubethinghr.gif
wooooo
'was bored during lecture.
MetKiller Joe
June 15th, 2009, 09:19 PM
3D Fractals(ish). Cool.
kid908
June 15th, 2009, 09:52 PM
This, but if he was, all he would have to do is take his high poly mesh into Zbrush and use its retopo tool to make a low poly version.
or just use the 3ds max optimizing tool:rolleyes:
Disaster
June 15th, 2009, 10:52 PM
or just use the 3ds max optimizing tool:rolleyes:
If you have ever used it before then you would know that it screws most models up pretty badly and doesn't optimize properly. :rolleyes:
Joshflighter
June 15th, 2009, 11:11 PM
If you have ever used it before then you would know that it screws most models up pretty badly and doesn't optimize properly. :rolleyes:
No. It doesn't screw it up. It turns it into some low poly crap model that you didn't make. If it screwed it up, it would just look ugly, but this does a worse job then that. Lol.
Spartan094
June 16th, 2009, 01:45 AM
http://screenshot.xfire.com/screenshot/natural/49bad52a4782c49b64b611f4595d21f586963854.png
http://screenshot.xfire.com/screenshot/natural/d9af26f9014e85dba99a69c3f1ad335014fd5760.png
http://screenshot.xfire.com/screenshot/natural/c961154fc7b903cc803846a345d56363eb894fbd.png
Wut limits.
Ill get unarmed animations later to show the full spartan. How does it look?
CSFLOYD
June 16th, 2009, 02:37 AM
Nice find.
Heathen
June 16th, 2009, 02:42 AM
http://screenshot.xfire.com/screenshot/natural/49bad52a4782c49b64b611f4595d21f586963854.png
http://screenshot.xfire.com/screenshot/natural/d9af26f9014e85dba99a69c3f1ad335014fd5760.png
http://screenshot.xfire.com/screenshot/natural/c961154fc7b903cc803846a345d56363eb894fbd.png
Wut limits.
Ill get unarmed animations later to show the full spartan. How does it look?
teh shoulder and armpit look fonky.
Spartan094
June 16th, 2009, 02:44 AM
I blame the uvw's and the rigging :(
neuro
June 16th, 2009, 03:08 AM
nice baking
neuro
June 16th, 2009, 06:08 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/weapon_handgun.jpg
finally got legal approval to post this.
yes i know there's a lot of stuff missing and it could never work as a proper gun, but that's propably because i don't really have any gun-knowledge of any kind whatsoever.
But then again, who cares, i had time to kill and felt like building a gun.
I'm not too happy with the 2 stripes on the front of the thing, but i couldn't really come up with anything more interesting to put there. oh well.
edit: albumfail, guess ill photobucket it.
Llama Juice
June 16th, 2009, 06:52 AM
Uhh album fail?
http://www.modacity.net/forums/images/albumpics/thumbs/0/e65e8cdebbfb861e93bdf3e60481cf57_767.jpg?dl=124514 6835
That's all I could find of what you're trying to post... and that's tiny so you can't see anything :/
From what I can see it looks like one hell of a gnarly nerf gun haha (Make a skinned version with bright colors please :3)
In all actuality though, from a design standpoint it has an interesting shape and good silhouette with a lot of neat little details thrown in to keep the bulk of it interesting. I'd like to see a wire of it... and the full size image haha
Spartan094
June 16th, 2009, 02:41 PM
nice baking
The diffuse isnt baked at all. The multi is somewhat bumped.
DOMINATOR
June 16th, 2009, 02:56 PM
I'm not too happy with the 2 stripes on the front of the thing, but i couldn't really come up with anything more interesting to put there. oh well.
eh maybe work off the circular piece underneath em... kinda like you did on that piece under the scope's screw.
does look like a gnarly nerf/water gun though.
BobtheGreatII
June 16th, 2009, 03:00 PM
Looks like it belongs in an Unreal Tournament game. Has that kind of goofy not realistic look to it. Things that should be fixed would include the trigger. Looks uber tiny and kind of dumb. None the less, it's a decent model. What did you make it in?
Hunter
June 16th, 2009, 03:59 PM
Its not baked :S Its turbosmoothed... Looks awesome, I am learning how to sub'd models. Will be awesome when I can do it properly.
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