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Advancebo
July 17th, 2009, 07:12 PM
It looks flat compared to your other renders

Hunter
July 17th, 2009, 07:16 PM
I agree. I think the details on the side of it look rather flat...

Corndogman
July 17th, 2009, 07:27 PM
Looks too far to the right.

Aye bring it a bit to the left, and back bit. You can tell by the position of the left arm, it just looks awkward.

MetKiller Joe
July 17th, 2009, 07:29 PM
@Newbkilla:

There seems to be too much bloom/light.

Do you have a specular map? And if you do can we see it?

Newbkilla
July 17th, 2009, 08:22 PM
http://img195.imageshack.us/img195/5255/newbspec.jpg

Yea, there's the specular. All I did was take the diffuse and contrasted it using levels.

http://img504.imageshack.us/img504/5016/bumpshowslessbloom.jpg

The real dark image really shows the normal map, but for some reason, in the regular lighting, the normal hardly shows at all. In the second image, I toned down the bloom a little.

Snowy
July 17th, 2009, 10:29 PM
Final:
http://artstin.com/Marilyn_Lisa_Final.png

Up for voting if any of you have a DesignByHumans account
http://www.designbyhumans.com/vote/detail/59587

ExAm
July 18th, 2009, 12:33 AM
Final:
*snipped*I'm imagining this done with each of the TF2 classes.

MetKiller Joe
July 18th, 2009, 12:36 AM
http://img504.imageshack.us/img504/5016/bumpshowslessbloom.jpg


Better. Is there a reason you are keeping it so low poly? Did you use a dynamic light? Lastly, I'd try doing something really funky with the normal map and see if it distorts the model in the normal lighting. If there isn't any, then you know the engine isn't using normal maps for some reason. Otherwise, if it does, you just have to edit the normal/spec/diffuse to exaggerate the features more.

Newbkilla
July 18th, 2009, 12:50 AM
I wanted to keep it as low poly as possible, and for the fact my high poly model was almost like a box with exaggerated features. I'm new to Marmoset, that was my first render in it. I have set the normal map, but for some reason, the engine does a funky way of displaying it. I'll work more on it tomorrow, right now, I'm going to bed.

Darqeness
July 18th, 2009, 04:04 AM
It's a door.

http://i79.photobucket.com/albums/j148/Delinquin/doorblank.jpg

http://i79.photobucket.com/albums/j148/Delinquin/door3.jpg

http://i79.photobucket.com/albums/j148/Delinquin/door2.jpg

I've skinned it and made a basic diffuse map for it which I quickly whipped up. However in my renders there's white lines which are clearly visible connecting each panel of the door. They don't show up in 3DS' normal views or on the uvw map itself. Any ideas for what could be causing it?

Newbkilla
July 18th, 2009, 09:52 AM
Your unwrap. Your unwrap should have white lines, showing where each polygon connects, you're supposed to get rid of those before you start..

Llama Juice
July 18th, 2009, 10:35 AM
I wanted to keep it as low poly as possible, and for the fact my high poly model was almost like a box with exaggerated features. I'm new to Marmoset, that was my first render in it. I have set the normal map, but for some reason, the engine does a funky way of displaying it. I'll work more on it tomorrow, right now, I'm going to bed.

Different engines render normal maps differently, make sure you check to see what the different RGB orientations are for your engine. I know UT3's Green channel is inverted from Maya so if you have the same normal map in Maya and UT3 it will look differently.

Also, make sure your faces are all oriented so that up is up on your box. If you have upside down faces on your box's UV layout it will make the normal map look bad.

Newbkilla
July 18th, 2009, 11:30 AM
http://img38.imageshack.us/img38/2910/rendered.jpg

I got it to majorly pop out more in darker lighting, as shown, I edited it in photoshop using levels, I also like what the specular map did to it.

BobtheGreatII
July 18th, 2009, 12:19 PM
http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html

:iamafag:

Newbkilla
July 18th, 2009, 01:01 PM
That would be the basis of my concept, lmao.

SnaFuBAR
July 18th, 2009, 02:28 PM
Just an AUG A3 from fpsbanana. Normally, I get the origin right first time, with some minor edits...but I dunno, something seems off on this one.http://i32.tinypic.com/2krc7p.jpg

i hate origins like this. it always looks like the weapon is being held against the cheekbone. the stock shouldn't ever come into the peripheral vision :ugh:

ExAm
July 18th, 2009, 02:42 PM
i hate origins like this. it always looks like the weapon is being held against the cheekbone. the stock shouldn't ever come into the peripheral vision :ugh:
Actually, it's more as if the stock is against the shoulder and the shooter's head is hunched over and forward.

e.g.
http://img.dailymail.co.uk/i/pix/2007/11_01/065soldierDM_468x367.jpg

Except not looking directly down the sights.

I'm fond of these origins typically because they give me a more visceral sense when firing.

Advancebo
July 18th, 2009, 02:43 PM
http://i218.photobucket.com/albums/cc292/Advancebo/teleporter.png

Halo 3 Teleporter.
Havent modeled the little arrow yet.

Joshflighter
July 18th, 2009, 03:16 PM
fuck it.. grow up kids. I'll post work on another site.

JunkfoodMan
July 18th, 2009, 03:44 PM
fuck it.. grow up kids. I'll post work on another site.

what

Joshflighter
July 18th, 2009, 04:27 PM
Rephrase: If I add something to the gun that might not be known in real life, well, thats my problem. happy guys?

ExAm
July 18th, 2009, 04:31 PM
I got lots of rude comments and stuff... just cause they think my rail is either wrong, or they want other stuff done to it. Really. I am the one modeling. This is what there complaining abotu which is a wip:

http://i303.photobucket.com/albums/nn159/Joshflighter/gunmore.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/donealmost.jpg
This is the studio Quick-Crit thread. If you don't want crit on your work, don't post it.

Joshflighter
July 18th, 2009, 04:37 PM
Teh lag is right. Also, I did keep it there, these guys brought it here lag. Big diff. :)

teh lag
July 18th, 2009, 04:44 PM
That's nice, how about you keep it there where it belongs instead of cluttering it up here?

(Conversation now over as far as this thread is concerned, it will not be discussed further in this thread.)

Newbkilla
July 18th, 2009, 04:59 PM
http://img269.imageshack.us/img269/9104/hammertimea.jpg

Quick sledgehammer I modeled and textured today. The angle looks like the handle of the hammer is getting smaller.

Horns
July 18th, 2009, 08:43 PM
Make the head round.

Example:
http://clunkbucket.com/wp-content/uploads/sledge_hammer.jpg

Also after looking at that picture. The hammer would look more real if you put wear on the side of the head like in this hammer.

Newbkilla
July 18th, 2009, 09:10 PM
I don't know, I was partially going off of this reference, and others on the internet. http://tiros.diinoweb.com/files/cg-portfolio/tutorials/Metal-Base.jpg
I would have to re-texture though, I cant add more sides to the s hammer without re unwrapping.

Will do about the sides though.

Llama Juice
July 18th, 2009, 10:35 PM
^ preserve UVs ftw.

http://img267.imageshack.us/img267/7199/ut3light.jpg

http://img357.imageshack.us/img357/7236/lightuv.jpg

Ignore the silly lighting, I put a light inside there to just light up the inside of it (it's a light anyhow, there should be light coming from there :P)

The plane to the left of it all is just a pane of glass that will be covering the main part of the light, this is going to be going into UT3 for my scene.

1718 Tris

Newbkilla
July 19th, 2009, 09:14 PM
http://img176.imageshack.us/img176/627/lockersrendered.jpg

I don't nearly like this one as well as the other ones. This is yet again, a box, maybe I should start doing more high poly unwraps...

Bastinka
July 19th, 2009, 09:22 PM
Lockers don't normally have knobs :saddowns:

What is that left hand bottom corner 'watermark' type thing I see? Also, sledgehammer is nice. Can't really be simple enough there. Looks like a sledgehammer should look, or would. I like the geometric octagon more then a cylindrical end. Less tricount and overall looks sexier.

DEElekgolo
July 19th, 2009, 09:28 PM
Is that normal map painted?

Newbkilla
July 19th, 2009, 09:41 PM
Lockers don't normally have knobs :saddowns:

What is that left hand bottom corner 'watermark' type thing I see? Also, sledgehammer is nice. Can't really be simple enough there. Looks like a sledgehammer should look, or would. I like the geometric octagon more then a cylindrical end. Less tricount and overall looks sexier.

What do you mean? Lockers have knobs, you put in your combination and that opens the locker. Dee, I used crazy bump to create a normal map from my rendered occlusion in xnormals.

Bastinka
July 19th, 2009, 10:15 PM
The ones at my school have hooks, reminds me every time when I last got my tetanus shot.

Roostervier
July 19th, 2009, 10:19 PM
I suggest you make a height map. An occlusion map is nothing close to a height map.

Cagerrin
July 19th, 2009, 10:47 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/super_hud_mockup.png

Fiddling around with a hud concept based on the Superintendent's(as seen in a few ODST trailers). Yes, I know that one line on the left is distracting.

Suggestions on weapon icon/ammo meter placement?

DEElekgolo
July 19th, 2009, 11:39 PM
http://img32.imageshack.us/img32/5107/lockerv.png
Bro!

killer9856
July 20th, 2009, 12:32 AM
Newb, you should do some more.... challenging unwraps. I think you got a basic understanding of it. Still more to learn.

I still need to learn too:smith:

i tried to do sci fi for once, im going to go ahead and texture it if I can get some healthy advice.

What else should I add to it? suggestions please!

http://i148.photobucket.com/albums/s15/SAH1R/FORTMINORRIGHTNOW.jpg

http://i148.photobucket.com/albums/s15/SAH1R/KICKINPUNCHINCURSINATTHEDARKNESS.jpg (http://i148.photobucket.com/albums/s15/SAH1R/KICKINPUNCHINCURSINATTHEDARKNESS.jpg)

EDIT: its a wall btw for an industrial like building

DEElekgolo
July 20th, 2009, 01:21 AM
It looks too "important" to be a simple industrial wall. Maybe a handle to reveal a little control panel?

NuggetWarmer
July 20th, 2009, 03:12 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/super_hud_mockup.png

Fiddling around with a hud concept based on the Superintendent's(as seen in a few ODST trailers). Yes, I know that one line on the left is distracting.

Suggestions on weapon icon/ammo meter placement?

Get rid of the line on the side, move the \\__ over, and put the shield/health meter in the gap under it. Once you've done that, I'll doodle up an idea for the radar.

neuro
July 20th, 2009, 03:14 AM
Killer:
http://www.modacity.net/forums/showpost.php?p=429017&postcount=131

most of the stuff i said there also go for your wall thingy.


as for hunter and your locker: what's the purpose of doing anything highres if you're not going to see anything more than a pixel or 2 of it.

you've got to keep in mind your texture resolution when you want to bake shit. those little bolt thingies won't even be the size of a single pixel, and your edges of the door won't even be as wide as a single pixel.

your edges are so sharp you won't see anything of a smooth edge on your normalmap because they're less than a pixel

you can build that thing in 'high res' with 250 polygons and you'd get the exact same result (propably better result even) if you were to bake it down.

now ask yourself, how long it took you to highres that, and how long it'd have taken you is you just built a 250 poly model for that and baked it down.

then there's also the nametag thing at the top (i guess it's a nametag)
if you knew how normalmaps actually worked, which you obviously don't, and looking at wikipedia doesn't count, you should be aware that normalmaps only store surface direction, and not depth.
now since that nametag is nothing more than a simple extrude (height information only) you won't see a single thing on a normalmap (unless your cage sucks and you get a misaligned projection.

in fact, that's propably the only thing you SHOULD have highressed on the entire thing, yet it's the only thing you didn't apparently. (and if you did, you'd propably have given it such sharp edges that it'd be only 1 pixel wide.)


What do you mean? Lockers have knobs, you put in your combination and that opens the locker. Dee, I used crazy bump to create a normal map from my rendered occlusion in xnormals.

you used INDIRECT lighting information to render out surface direction? :3

i'm not really quite sure what to say about that, besides it being impossible.
sure, crazybump makes a nice looking normalmap out of anything it eats, but the normalmap it gives out makes absolutely no sense whatsoever. if anything, it would make your object look all lumpy in fact, your object look exactly like something crazybump would spit out when you put something that makes no sense into it. you can turn a heightmap into a normalmap, or you can use geometry to bake a normalmap or you can paint them by hand, but you can't put an ambient occlusion map and craybump it into a normalmap. it just doesn't work that way.

DEElekgolo
July 20th, 2009, 08:51 AM
Not everything I make is going to be baked now. :/
But I do understand what you mean. I was going to use a blended box map and try texturing it as it is. See how that goes. I wanted to see how this (http://www.thegnomonworkshop.com/news/2009/07/hard-surface-shading-and-texturing-with-neil-blevins/) would work out for me. Though I should have modeled in a few dents in the metal or something. Also I was trying to model in the text on the label using this (http://racer445.com/pages/tutorials/beveled-text.php) method. Didn't work out... Any other way to do it?

neuro
July 20th, 2009, 09:09 AM
photoshop

you don't model in dents, you add those in photoshop.

Hunter
July 20th, 2009, 09:56 AM
photoshop

you don't model in dents, you add those in photoshop.

Personally I would model them in, but only for HaloCE seems as it has no normal maps on anything but geometry.



as for hunter and your locker: what's the purpose of doing anything highres if you're not going to see anything more than a pixel or 2 of it.

You got me confused then. Call him DEE, Imda onli Hunter round here bruv :P

neuro
July 20th, 2009, 10:24 AM
Personally I would model them in, but only for HaloCE seems as it has no normal maps on anything but geometry.
learn your words. 'geometry'. i'm assuming you're referring to the fact CE only shows normalmaps on level geometry, yes, but a vehicle and a tree are also geometry. go wikipedia the word or something.

as for the modelling, i'm referring to that locker he made, and the next-gen creation process in general.

it takes 2 minutes to paint a little dent-heightmap in photoshop and turn it into a normalmap and overlay it (half the blue channel) than it would take to model a realistic looking dent into your geometry (depending on how fast you work and the resolution ofcourse)



You got me confused then. Call him DEE, Imda onli Hunter round here bruv :P
you're both stupid.:realsmug:

Hunter
July 20th, 2009, 10:28 AM
learn your words. 'geometry'. i'm assuming you're referring to the fact CE only shows normalmaps on level geometry, yes, but a vehicle and a tree are also geometry. go wikipedia the word or something.

as for the modelling, i'm referring to that locker he made, and the next-gen creation process in general.

it takes 2 minutes to paint a little dent-heightmap in photoshop and turn it into a normalmap and overlay it (half the blue channel) than it would take to model a realistic looking dent into your geometry (depending on how fast you work and the resolution ofcourse)


you're both stupid.:realsmug:

k. Cheers?

PenGuin1362
July 20th, 2009, 11:12 AM
I've been noticing a lot of people just starting to learn the next gen modeling process and using it in all the wrong applications. It's nice you all learned how to Subdivide but perhaps using in a situation where a normal map would be of better use would give you better practice.

Malloy
July 20th, 2009, 05:47 PM
you're both stupid.:realsmug:


k.udos Sir.

edit: nice lookin HUD bro. (@ Cagerrin)

MetKiller Joe
July 20th, 2009, 07:22 PM
photoshop

you don't model in dents, you add those in photoshop.

But adding dents is easy in Zbrush/Mudbox. Are you talking about displacement maps?

Disaster
July 20th, 2009, 08:46 PM
But adding dents is easy in Zbrush/Mudbox. Are you talking about displacement maps?
No, You can just paint dents in photoshop like you would a displacement map. But you can then use the nvidia normal map plugins and render out a normal map and just add it to your old normal map. There are a few photoshop actions to do this or you could just do it manually.

Futzy
July 20th, 2009, 10:14 PM
http://img158.imageshack.us/img158/4056/portfolioconcept.png
mmm

Darqeness
July 20th, 2009, 10:53 PM
Your unwrap. Your unwrap should have white lines, showing where each polygon connects, you're supposed to get rid of those before you start..

How would I get rid of those lines?

Newbkilla
July 21st, 2009, 10:54 AM
When you open your unwrap, it has the edges showing where each polygon is. When you start texturing a part, I usually paint it white, so I can easily select an area, and create a new layer to begin texturing. When you fill in the unwrap, usually grey, it fills to a white, (edge color as well) And leaves no lines.

Futzy
July 21st, 2009, 10:42 PM
http://img9.imageshack.us/img9/1146/wacomvector.png
Vectoring the Wacom Tablet to use as icons and stuff. Still have the pen to do.

Corndogman
July 21st, 2009, 10:59 PM
I would change the "wacom paintings" to "digital paintings" and the "digital art" to something else. That's a broad spectrum though, digital art could mean a few things. What are you going to put there? 3d stuff, or like graphic design stuff?

cheezdue
July 21st, 2009, 11:01 PM
Looks nice but somehow its plain.

Futzy
July 21st, 2009, 11:09 PM
I would change the "wacom paintings" to "digital paintings" and the "digital art" to something else. That's a broad spectrum though, digital art could mean a few things. What are you going to put there? 3d stuff, or like graphic design stuff?
I'm gonna put anything that I don't make with my wacom in the digital art category, that's why it's so broad. See this: http://derekdennison.daportfolio.com/

Did the pen:
http://img32.imageshack.us/img32/1146/wacomvector.png
It's supposed to be nice and simple.

Darqeness
July 22nd, 2009, 01:38 AM
When you open your unwrap, it has the edges showing where each polygon is. When you start texturing a part, I usually paint it white, so I can easily select an area, and create a new layer to begin texturing. When you fill in the unwrap, usually grey, it fills to a white, (edge color as well) And leaves no lines.

That worked, thanks very much :neckbeard:

http://i79.photobucket.com/albums/j148/Delinquin/door2-1.jpg

Futzy
July 22nd, 2009, 02:05 AM
http://img31.imageshack.us/img31/1146/wacomvector.png

Released - http://avpdragon.deviantart.com/art/Wacom-Tablet-Vector-130419490

Con
July 22nd, 2009, 02:29 AM
Something about the buttons on the side bothers me... It looks fine otherwise, though.

NuggetWarmer
July 22nd, 2009, 03:02 AM
You forgot the little scroll fingertip things next to the buttons.

Heathen
July 22nd, 2009, 03:09 AM
I was thinking that con.
The buttons are ugly.

Darqeness
July 22nd, 2009, 07:42 AM
Working on a model of Metal Gear Rex to place in my Gmod map. Done the top of the head so far:

http://i79.photobucket.com/albums/j148/Delinquin/OMG3.jpg

http://i79.photobucket.com/albums/j148/Delinquin/OMG4.jpg

neuro
July 22nd, 2009, 09:40 AM
here's some ref for you :3

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/rex03.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/rex04.jpg

Hunter
July 22nd, 2009, 09:53 AM
:shocked: You make us all look like amateurs... Lol.

Roostervier
July 22nd, 2009, 09:58 AM
...that's probably because we are all amateurs, and he's a professional. <_<

neuro
July 22nd, 2009, 10:07 AM
oh it's not mine, i just thought i'd post it up here for reference for him :3
that aside though, it woudn't even be that hard for me to build that, it'd be a nice thing to work on, awesome design :P.

(also what flyingrooster sais)

Hunter
July 22nd, 2009, 10:25 AM
True True :)

Futzy
July 22nd, 2009, 12:03 PM
You forgot the little scroll fingertip things next to the buttons.
I can't believe I forgot about that when there's one sitting right at my desk here. I'll work on the buttons and add the sliders later.

http://img22.imageshack.us/img22/5671/previewyvf.png
It's hard for me to tell how this will look on most peoples screen since I'm not home right now.

killer9856
July 22nd, 2009, 07:05 PM
Holy shit that metal gear ref is hot.

paladin
July 22nd, 2009, 08:16 PM
That looks like you took parts, or at least used some reference, from the Berserk Führer (http://zoids.wikia.com/wiki/Berserk_F%C3%BChrer)

Newbkilla
July 22nd, 2009, 08:29 PM
He didn't make it.

paladin
July 22nd, 2009, 08:53 PM
Ah, but still. Some parts look similar

Darqeness
July 22nd, 2009, 09:49 PM
Could say I was inspired to add additional detail :haw:

http://i79.photobucket.com/albums/j148/Delinquin/OMG5.jpg

ThePlague
July 22nd, 2009, 09:58 PM
Reminds me of the Star Wars Clone dropship thing, seems kinda basic though.

Heathen
July 22nd, 2009, 10:31 PM
I can't believe I forgot about that when there's one sitting right at my desk here. I'll work on the buttons and add the sliders later.

http://img22.imageshack.us/img22/5671/previewyvf.png
It's hard for me to tell how this will look on most peoples screen since I'm not home right now.
buttons look better now.

Joshflighter
July 22nd, 2009, 11:02 PM
Dragon, that looks like the one I had! It was a 24 inch one. I brought it back because I didnt know how to use it. :(

MetKiller Joe
July 23rd, 2009, 12:16 AM
Could say I was inspired to add additional detail :haw:

http://i79.photobucket.com/albums/j148/Delinquin/OMG5.jpg


I'd make it more distinguishable. At this point it looks very boxy and more like a cargo container than a fighter. So, my only thought at this point is to chisel out more shapes. Are you working off any concept or is this just freehand?

Darqeness
July 23rd, 2009, 12:24 AM
I'd make it more distinguishable. At this point it looks very boxy and more like a cargo container than a fighter. So, my only thought at this point is to chisel out more shapes. Are you working off any concept or is this just freehand?

It's not a fighter, it's the 'head' of a mech, specifically this mech:

http://ps3media.ign.com/ps3/image/article/821/821361/metal-gear-solid-4-guns-of-the-patriots--20070920004511660.jpg

http://images3.wikia.nocookie.net/metalgear/images/b/bf/Metalgearrex.jpg

I'm not going for a perfect replica, I'm adding my own personal details to it.

Phopojijo
July 23rd, 2009, 01:33 AM
Yeah, long story short... when designing things, especially bipeds... add detail SLOWLY.

Get the entire model perfect in low poly... then add more... then add more... then add more.

If you add detail before you model is perfect, you'll need to move that many more vertexes to get it right... compared to doing it right from the start.

***

What I do is I get my model to match a silhouette of its intended (reference) shape... before I do ANYTHING else.

Futzy
July 23rd, 2009, 01:41 AM
Dragon, that looks like the one I had! It was a 24 inch one. I brought it back because I didnt know how to use it. :(
Luckily I got to use a wacom tablet for a full week at camp before I bought one for myself, it just takes a bit of getting used to. All i have is the 11x6 widescreen version.

I put the .ico files up btw - http://avpdragon.deviantart.com/art/Wacom-Tablet-Icons-130544209

ExAm
July 23rd, 2009, 03:16 AM
http://ps3media.ign.com/ps3/image/article/821/821361/metal-gear-solid-4-guns-of-the-patriots--20070920004511660.jpg
Always thought it odd that the pilot sits in the mouth that is used to bite metal gear ray at one point in that game

Higuy
July 23rd, 2009, 11:14 AM
Im working on my own futuristic tank. Im just modeling stuff, and adding onto it. Yet, it feels as if the barrels are missing something. Any suggestions?
http://i238.photobucket.com/albums/ff260/showbizfluffy/frontgun.png

BobtheGreatII
July 23rd, 2009, 11:27 AM
Well it really depends on what it's firing. If it's a laser, it can look crazy, but if you're looking for it to shoot tank shells, then, well, you're going to have to be accurate. Which I mean, sucks, because barrels on tanks are usually rather bland.

neuro
July 23rd, 2009, 11:43 AM
tubes going into the barrel?

looks rather silly honestly, look at some real tanks, and see how the barrels are fitted to the tank-body, and build a similar system, it'll instantly look ALOT better than when you stick it into a hole, prettymuch what you did.

also a tip: separate your 4 barrels into 2 pairs of 2, it'll look alot more balanced and alot less copypaste.

BobtheGreatII
July 23rd, 2009, 11:48 AM
Adjusting the lengths usually never hurts either.

Higuy
July 23rd, 2009, 12:02 PM
It shoots laser's becuase it its in the future and stuff, thats why I have the big wires attached to the barrels. Also I will go look at some references. But is there anything else I should add? Still seams a bit empty for some reason, maybe that's just becuase its not done... I don't know.. Ill take your guy's advice though.

MetKiller Joe
July 23rd, 2009, 12:49 PM
It shoots laser's becuase it its in the future and stuff, thats why I have the big wires attached to the barrels. Also I will go look at some references. But is there anything else I should add? Still seams a bit empty for some reason, maybe that's just becuase its not done... I don't know.. Ill take your guy's advice though.

If it is shooting lasers, then I wouldn't use those barrels. The laser that would shoot out would be comically large. I'd get something that looks like a rail gun.

Advancebo
July 23rd, 2009, 01:46 PM
That looks like you took parts, or at least used some reference, from the Berserk Führer (http://zoids.wikia.com/wiki/Berserk_F%C3%BChrer)

Zoids are win. :woop:

Joshflighter
July 23rd, 2009, 03:06 PM
http://www.scifi-frontier.com/Forum/viewtopic.php?f=33&t=198 (http://www.scifi-frontier.com/Forum/viewtopic.php?f=33&t=198)


http://i303.photobucket.com/albums/nn159/Joshflighter/tankwheels.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/now.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/more-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/savedamnti.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/tank.jpg

Newbkilla
July 23rd, 2009, 03:56 PM
Pretty neat.

http://img248.imageshack.us/img248/3984/p90l.jpg

As you can probably already tell what it is, if not, it's a p90.

Higuy
July 23rd, 2009, 04:05 PM
I see your trying to do some sub division right?
I see you mesh smoothed/turbo smoothed it. It looks as if it has to many irritations for some of the parts in it, for example, the trigger dosent need to be so round.

Newbkilla
July 23rd, 2009, 04:31 PM
The front or side?

http://world.guns.ru/smg/fn_p90_1.jpg

Higuy
July 23rd, 2009, 04:49 PM
parts near the trigger (the grip and trigger), don't look like there following that ref very well. The rest looks fine now that you show me that.

Joshflighter
July 23rd, 2009, 10:03 PM
Done:


http://img24.imageshack.us/img24/7428/fooy.png

Render by Dee.
Model By Joshflighter.

Early pics of the wip:
http://www.scifi-frontier.com/Forum/viewtopic.php?f=33&t=198

Ki11a_FTW
July 23rd, 2009, 10:16 PM
:golfclap: +rep

killer9856
July 23rd, 2009, 10:25 PM
the cage around the missiles looks like it could use some more triangles. Still good work on everything else!

DEElekgolo
July 23rd, 2009, 10:37 PM
I could have done better with the render if my PC didn't fuck its self. :<

Higuy
July 23rd, 2009, 10:38 PM
nice job
looks pretty good!

ExAm
July 24th, 2009, 01:06 AM
Where's the driver hatch? Vehicles like that almost always have a driver's hatch at the front for more convenient driving in non-battle situations. Also, I spy a smoothing error at the front.

Spartan094
July 24th, 2009, 01:50 AM
Would be nice josh if you tagged them. Needs driver stuff then its all good.

Oh I'm not quite finished with the h3 spartan shadering and such.
[shot]http://screenshot.xfire.com/screenshot/natural/af1445ec8319f6df18929a8f3745f938bac43001.png
http://screenshot.xfire.com/screenshot/natural/84d9f48bb15436b7be162b0cd8736dcec661905f.png

Tell me what you think.

E: The h3 spartan looks so out of place like bob said. Only reason why is that I don't have a beta rips of a BSP, if I did have rips of a bsp with the bitmaps then the h3 spartan wouldn't look so out of place.

BobtheGreatII
July 24th, 2009, 01:59 AM
Just seems... I don't know... horribly cartoony. I'm not sure how. Just, the shaders seem wrong, and the bitmap is too... cell shaded almost? It's the same problem the CMT biped is having. Just looks out of place.

Spartan094
July 24th, 2009, 02:02 AM
Over killed the multi I think. Bleh. That or its environment its supposed to be in is horribly off by 7 years.

Psh posh. I'll tone down the brightness in the multi.

neuro
July 24th, 2009, 02:58 AM
Done:


http://img24.imageshack.us/img24/7428/fooy.png

Render by Dee.
Model By Joshflighter.

Early pics of the wip:
http://www.scifi-frontier.com/Forum/viewtopic.php?f=33&t=198

you call that done?

there's only the sides and some missiles on top which look finished-ISH, the rest is just unfinished flatness.

rossmum
July 24th, 2009, 11:01 AM
There doesn't even seem to be any kind of elevation mechanism for the launch rack

Terror(NO)More
July 24th, 2009, 01:01 PM
He said it's unfinished dawg.

Roostervier
July 24th, 2009, 01:05 PM
The artist that made it said it was finished. Ross was just adding on to neuro's post.

Newbkilla
July 24th, 2009, 01:29 PM
http://img198.imageshack.us/img198/919/p90p.jpg

Does the handle/ trigger look any better?
I added more detail, and I added some new stuff.

DEElekgolo
July 24th, 2009, 01:44 PM
Those circular details, floaters right?

Newbkilla
July 24th, 2009, 01:54 PM
Nope, I'm modeling this just to model it, not going to bake anything, or make a low poly.

DEElekgolo
July 24th, 2009, 01:57 PM
Should have made the trigger a separate element. Right now it seems to blend in with the rest of the gun.

Joshflighter
July 24th, 2009, 02:22 PM
you call that done?

there's only the sides and some missiles on top which look finished-ISH, the rest is just unfinished flatness.


I cant add anymore detail because max wont allow me to. Its acting all retarded, thats why I sent it off to dee to render. There is more detail to the front and top wich I could add, but my comp just crashed. I might just reformat and put the other 9600 Gx2 card in.

Also, ross, it doesnt need one. It was just supposed to look realistic, not specificly accurate to the actual tank.

I'll try adding more neuro, but I doubt I can.

Specs if you were wondering:
8800 gtx sli cards currently installed
8 gigs ram
quad core 2 extreme

Edit: Neuro, I also have enough detail with the wheel train things:
http://i303.photobucket.com/albums/nn159/Joshflighter/more-1.jpg
I just need to add more to the top of the main body and the front of it

Roostervier
July 24th, 2009, 02:26 PM
Sounds like you need to give it less iterations. Two should be enough for most anything, 3 in special cases. Sometimes even one will suffice.

Higuy
July 24th, 2009, 05:03 PM
I don't feel like finishing this, there is other things I want to move on and do, so I decided to go and make it a turret. I did add a couple stuff, and also shortened the barrels which was a pretty good idea like you guys said.http://i238.photobucket.com/albums/ff260/showbizfluffy/Turretfinalrender-1.png
(http://i238.photobucket.com/albums/ff260/showbizfluffy/Turretfinalrender-1.png)

DEElekgolo
July 24th, 2009, 05:13 PM
http://img22.imageshack.us/img22/5025/niggera.th.png (http://img22.imageshack.us/my.php?image=niggera.png)http://img24.imageshack.us/img24/6017/niggerw.th.png (http://img24.imageshack.us/my.php?image=niggerw.png)http://img17.imageshack.us/img17/1329/niggerb.th.png (http://img17.imageshack.us/my.php?image=niggerb.png)http://img190.imageshack.us/img190/5025/niggera.th.png (http://img190.imageshack.us/my.php?image=niggera.png)http://img268.imageshack.us/img268/6168/nigger.th.png (http://img268.imageshack.us/my.php?image=nigger.png)
Which one?

klange
July 24th, 2009, 05:32 PM
wusitfor?
What is it for?

DEElekgolo
July 24th, 2009, 05:33 PM
Me, new avatar.

klange
July 24th, 2009, 05:34 PM
Oh, um... I like the middle color scheme best...

e: \/ No, but none of them look very appealing to the eye. I was kinda hoping you were making some sort of visual torture device and wanted to know which color scheme made me want to puke the most. :downs:

DEElekgolo
July 24th, 2009, 05:35 PM
You seem disappointed D:
You want it for something?

JunkfoodMan
July 24th, 2009, 05:38 PM
middle one, because it uses a consistent colour scheme that doesnt hurt my eyes.
dont contrast your colours too much, keep it simple.

Joshflighter
July 24th, 2009, 06:03 PM
Neuro:
http://img190.imageshack.us/img190/9637/wong.png

http://img193.imageshack.us/img193/9637/wong.png

Model: Joshflighter
Render: Deehunter

DEElekgolo
July 24th, 2009, 06:07 PM
wong.png

There still needs to be something logical to be holding up that missile rack.

ThePlague
July 24th, 2009, 06:11 PM
Hydrolic system?

Joshflighter
July 24th, 2009, 06:14 PM
nvm.. :(

il Duce Primo
July 24th, 2009, 06:17 PM
Just got my tablet and the first thing I spit out is a furry.
http://files.getdropbox.com/u/1446834/squirrel%20colored.jpg

DEElekgolo
July 24th, 2009, 06:22 PM
Needs to be an emoticon.

Gwunty
July 24th, 2009, 07:01 PM
Needs to be an emoticon.
No it doesnt. :ohdear:

klange
July 24th, 2009, 07:05 PM
Just got my tablet and the first thing I spit out is a furry.
http://files.getdropbox.com/u/1446834/squirrel%20colored.jpg
Please tell me you saved the alpha-channeled version of that :3

il Duce Primo
July 24th, 2009, 09:45 PM
Well this is what I'm working on now. Trying to get a better feel with this tablet. Been learning how to use photoshop but know only the real basics. Pretty much just a brush and a few other tools.
http://files.getdropbox.com/u/1446834/landscape.jpg

ExAm
July 24th, 2009, 10:37 PM
It looks decently colored so far, but try to make the trees pop out from the rest a bit more. It looks a bit muddy.

Heathen
July 24th, 2009, 11:04 PM
Throw a Rayquaza in there.

Newbkilla
July 25th, 2009, 11:11 AM
http://img196.imageshack.us/img196/2466/filecabinet1024768.jpg

A file cabinet.

DEElekgolo
July 25th, 2009, 11:22 AM
Looks nice but in what situation would the file cabinet have been in to get so many scratches?

Newbkilla
July 25th, 2009, 11:26 AM
Un-needed/ bankruptcy. Throw it away basically.

Llama Juice
July 25th, 2009, 11:28 AM
Come on, you've played CS, all sorts of things happen in office buildings.

That being said...

STOP WITH YOUR INSANELY LOW POLY STUFF haha

Also, the scratches and such are a bit excessive, take the side of the cabinet for example.... there is an area of non scratched in the middle that's just surrounded by scratches. The side of that poly near the doors is okay to scratch up, but... the side near the wall or the top of it?... that's just silly.

MetKiller Joe
July 25th, 2009, 11:48 AM
Come on, you've played CS, all sorts of things happen in office buildings.

That being said...

STOP WITH YOUR INSANELY LOW POLY STUFF haha

Also, the scratches and such are a bit excessive, take the side of the cabinet for example.... there is an area of non scratched in the middle that's just surrounded by scratches. The side of that poly near the doors is okay to scratch up, but... the side near the wall or the top of it?... that's just silly.

I agree with this.

If you were trying to practice the workflow and texturing, that is fine, but it doesn't seem like you have looked at any references for this. It looks like there is a pool of scratches on the side of cabinet, making it look more organic.

If you were going for a Fallout type art style, you're getting there, but as LJ said, just too many scratches.

Lastly, you'd benefit from following the workflow properly, and creating higher-poly, low-poly meshes.

kid908
July 25th, 2009, 08:59 PM
WIP: M1A1 Abrams Battle Tank: I'm going to make the treads soon and then start on the body. I'm going to make it as accurate as I can to the actual tank. C&C.

http://img444.imageshack.us/img444/8641/m1a1.jpg

ExAm
July 25th, 2009, 09:19 PM
Looks good so far. Nice to see you remembered that the front road wheels are slightly apart from the rest.

ICEE
July 25th, 2009, 10:29 PM
God legionaire, why would you not model the magazine feed into the gun? didn't you expect someone would do a retarded reload animation? how could you be so thoughtless?

http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-reload.gif
http://i188.photobucket.com/albums/z295/iron_clad_photo/glockorigin.jpg

Note: the above animation and comment associated with it are not meant to be taken realistically. I did this animation as a spinoff of tf2's scout pistol reload. It is unrealistic, and if you did this in real life you might die. It was an experiment with intent to expand my style. Crits please.

Noticing that this animation plays too slow in chrome, and too fast in mozilla.. but you get the idea right?

E: origin image added by request

Joshflighter
July 25th, 2009, 10:35 PM
Icee ur epic!

E/I cant + rep you. :(

ODX
July 25th, 2009, 10:48 PM
Man I really gotta help you with those render settings D:

During the guns clip-out idleness, the right thumb should be on the bottom of the trigger guard rather than curled up in space. And on the slide pull, the left thumb just looks a bit sloppy. The left arm also snaps a bit at the end, but all the other finger movements look clean to me. Great job, sir.

Joshflighter
July 25th, 2009, 11:31 PM
http://img16.imageshack.us/img16/9778/fags.png

I seriously think this is done. I cant be arsed to add a hydraulic system.

I added a lot more stuff because of Neuro and Disaster wanted me to. :-3

Edit: how dee rendered this. Alot of the button detail is not shown and the curved part. Sorry. :p

killer9856
July 25th, 2009, 11:41 PM
God legionaire, why would you not model the magazine feed into the gun? didn't you expect someone would do a retarded reload animation? how could you be so thoughtless?

*cool reload by cool guy

Note: the above animation and comment associated with it are not meant to be taken realistically. I did this animation as a spinoff of tf2's scout pistol reload. It is unrealistic, and if you did this in real life you might die. It was an experiment with intent to expand my style. Crits please.

Noticing that this animation plays too slow in chrome, and too fast in mozilla.. but you get the idea right?

E: origin image added by request

Do some more ninja reloads :neckbeard:

rossmum
July 25th, 2009, 11:44 PM
I seriously think this is done. I cant be arsed to add a hydraulic system.
Don't be a twat. It's not hard.

Disaster
July 25th, 2009, 11:45 PM
Yeah, Go ahead and add the hydraulic system just cause you can.

Joshflighter
July 25th, 2009, 11:47 PM
Yeah, Go ahead and add the hydraulic system just cause you can.

:gonk:

I hate you rossum. You convinced disaster to make me too. :saddowns:

:-3

MetKiller Joe
July 26th, 2009, 12:38 AM
It already looks awesome (with that system it'll just look more so). Any chance you might be texturing it o.O? *keeps fingers crossed*

Newbkilla
July 26th, 2009, 11:12 AM
http://img44.imageshack.us/img44/738/thompsonrendered768.jpg

That looks even better Josh.

Llama Juice
July 26th, 2009, 12:08 PM
http://img29.imageshack.us/img29/1161/87413846.jpg

Just got all my AOs applied.

rossmum
July 26th, 2009, 12:11 PM
http://img44.imageshack.us/img44/738/thompsonrendered768.jpg

That looks even better Josh.
fuck me so many inaccuracies

it's a lost cause, start over and use proper refs this time


http://img29.imageshack.us/img29/1161/87413846.jpg

Just got all my AOs applied.
turn on aa, looks nice though

Hunter
July 26th, 2009, 01:38 PM
@Fear1337

:O Looks awesome. Lowpoly + Bake + Ingame :)

DOMINATOR
July 26th, 2009, 02:11 PM
update: http://img.photobucket.com/albums/v291/DOMINATOR5/scorpion_r1.jpg?t=1248631007
still have some tinkering to do.

Joshflighter
July 26th, 2009, 02:33 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/ducedouche.jpg

If someone knows how to zbrush and wants/is willing to teach me some stuff.. please pm me. (This model was modeled, not sculpted)

Disaster
July 26th, 2009, 02:34 PM
:downs:

Reaper Man
July 26th, 2009, 02:36 PM
If someone knows how to zbrush and wants/is willing to teach me some stuff.. please pm me. (This model was modeled, not sculpted)
oh, hi (http://lmgtfy.com/?q=zbrush+sculpting+tutorials)

Joshflighter
July 26th, 2009, 02:39 PM
:downs:

:-3

Reaper: You really think I don't know that? :raise:

rossmum
July 26th, 2009, 02:45 PM
update: http://img.photobucket.com/albums/v291/DOMINATOR5/scorpion_r1.jpg?t=1248631007
still have some tinkering to do.
Looking pretty good, although I reckon you should make it somewhat translucent just to make it that much better. I'm no scorpion expert, but a fair few of the desert ones are translucent, I think. My little sister has one in a paperweight which is about an inch long and you can see through it pretty well, looks more interesting in my opinion.

Futzy
July 26th, 2009, 02:51 PM
Ya desert scorpions are translucent and have a black back.
I just took a bunch of pictures of one a couple days ago if you want them; here's one of them - http://avpdragon.deviantart.com/art/Scorpion-130870183

DOMINATOR
July 26th, 2009, 04:12 PM
Looking pretty good, although I reckon you should make it somewhat translucent just to make it that much better. I'm no scorpion expert, but a fair few of the desert ones are translucent, I think. My little sister has one in a paperweight which is about an inch long and you can see through it pretty well, looks more interesting in my opinion.
yeah thats one of the things i want to tweak. there is a little translucency on it right now... not alot though.

Futzy
July 26th, 2009, 04:30 PM
http://img193.imageshack.us/gal.php?g=img1332d.jpg

ThePlague
July 26th, 2009, 04:41 PM
I could go in my backyard at night and they're all over my wall. Scorpions are common here. The coolest ones are the really small ones that glow in the dark.

Futzy
July 26th, 2009, 06:57 PM
http://img44.imageshack.us/img44/5762/thetats.png
Inspired by Compiz. (The logo on the box is my personal logo, for those that don't know)

ThePlague
July 26th, 2009, 07:08 PM
Seems more of a rectangle then a box. It might be just the angle though.

Futzy
July 26th, 2009, 07:12 PM
Who said it has to be a box?

http://img23.imageshack.us/img23/1183/boxd.png
Rounded corners and did some other things.
Now that I see it on a dark background, I need to fix the corner shine.

PenGuin1362
July 26th, 2009, 11:09 PM
Piece of shit model

I seriously think this is done. I cant be arsed to add a hydraulic system.

I added a lot more stuff because of Neuro and Disaster wanted me to. :-3

Edit: how dee rendered this. Alot of the button detail is not shown and the curved part. Sorry. :p

Congrats, you finally used high poly in a legitimate sense. Listen to ross, don't be a twat, finish the hydraulics, create a low poly, make a normal map, and you have yourself a nice game asset, and if you want a good portfolio, that will help you significantly more than random high poly models. Showing that you can take the process from start to finish looks better :downs:. trust me.

Newbkilla
July 27th, 2009, 01:07 AM
http://img269.imageshack.us/img269/9882/metal1024.jpg

Metal hallway strip, was pretty easy to make, though I wish I did a little better on the bolts.

klange
July 27th, 2009, 01:09 AM
http://img44.imageshack.us/img44/5762/thetats.png
Inspired by Compiz. (The logo on the box is my personal logo, for those that don't know)

You should know I influenced the modern version of that logo :3

kid908
July 27th, 2009, 08:48 AM
This was a real pain in the ass to make (since shortcuts didn't work so well with the treads) because each one had to be manually edited into position (all 89 of them, actual 178 since it's split into 2 distinctively different pieces). I also did a little tweaking on the rear wheel that attaches to the engine and the other 8 wheel placements.

This render does not justify the damn thing at all, but I really don't want to sit through another render session.
http://img11.imageshack.us/img11/2240/m1a1a.jpg

Llama Juice
July 27th, 2009, 08:59 AM
http://img269.imageshack.us/img269/9882/metal1024.jpg

Metal hallway strip, was pretty easy to make, though I wish I did a little better on the bolts.

What bolts? The big black circle smears?

Do you just not like modeling? lol It's pretty apparent that you're all more than eager to texture stuff, so why don't you give that hornet texturing competition a go, see how you do with a model that's worth texturing.

rossmum
July 27th, 2009, 09:00 AM
This was a real pain in the ass to make (since shortcuts didn't work so well with the treads) because each one had to be manually edited into position (all 89 of them, actual 178 since it's split into 2 distinctively different pieces). I also did a little tweaking on the rear wheel that attaches to the engine and the other 8 wheel placements.

This render does not justify the damn thing at all, but I really don't want to sit through another render session.
http://img11.imageshack.us/img11/2240/m1a1a.jpg
Planning on doing the interior details too?

Higuy
July 27th, 2009, 09:07 AM
That looks very nice kid908, glad to see another person doing this tank challenge other the josh and me..

~~~~
flashlight model
http://i238.photobucket.com/albums/ff260/showbizfluffy/flashlight.png
I am going to unwrap and texture it later.. at least the low poly one.

kid908
July 27th, 2009, 09:10 AM
Planning on doing the interior details too?

If I can find a good layout of it and ref pics, but I think some parts are classified and unseen (I'll worry about exterior first tho).


@higuy: your lens are too fogged up. (just saying)

rossmum
July 27th, 2009, 09:19 AM
If you ever do a Centurion I can help you out, as I have access to one :realsmug:

Higuy
July 27th, 2009, 09:33 AM
Yeah now that you point that out, I noticed. I'll fix it when I do the texture for the glass.

Llama Juice
July 27th, 2009, 12:57 PM
That looks very nice kid908, glad to see another person doing this tank challenge other the josh and me..

~~~~
flashlight model
http://i238.photobucket.com/albums/ff260/showbizfluffy/flashlight.png
I am going to unwrap and texture it later.. at least the low poly one.

Boring flashlight is boring, make it interesting.

http://img21.imageshack.us/img21/6536/flashlight1ly6.jpg

simple little things can make it look that much better. Do it.

Ki11a_FTW
July 27th, 2009, 03:04 PM
higuy, your missing the on/off switch :cop:

Roostervier
July 27th, 2009, 03:07 PM
your hi res mesh needs a lot more detail. otherwise, there really isn't much point in having one. :\

DEElekgolo
July 27th, 2009, 03:15 PM
Llama, that's a fleshlight...




I know it's not...
Already made that joke when it was originally posted. :downs:

Roostervier
July 27th, 2009, 03:17 PM
Shut up about it looking like a fleshlight, give actual crit.

Higuy
July 27th, 2009, 03:24 PM
Boring flashlight is boring, make it interesting.

http://img21.imageshack.us/img21/6536/flashlight1ly6.jpg

simple little things can make it look that much better. Do it.
I see what you mean.
But, im modeling a normal flashlight, nothing fancy, just something you'd see everyday at a hardware shop, on the job, or anything similar.

I will add detail to the high poly model, I didn't see much use for it either, just looked a bit better then the low poly's roundness.

Con
July 27th, 2009, 03:28 PM
Let's see it in some nice renders.

ICEE
July 27th, 2009, 03:37 PM
Smore glockwork.

Spoilerd:

reload(repost):
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-reload.gif

fire:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-fire.gif

running:
first try (http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-running.gif)
second try
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/running2.gif

sprinting:
first try (http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting.gif)
second try:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting-2.gif


Please take note that this is still style experimentation. Also, ingame, the running and sprinting animations would be further enhanced with camera movements, but without an actual environment it isn't easy to simulate.

Roostervier
July 27th, 2009, 03:42 PM
The running looks really rigid for some reason, and the sprinting looks alright animation-wise, but it looks funny. :S

ThePlague
July 27th, 2009, 03:44 PM
I like the reload, but the running and sprinting don't look very good at all. With the running, the gun looks like it's jello, because it shouldn't move more then the arm does, especially the way he's holding it. And the sprinting just looks like someone's trying to flail they're arms around. Watch people run, their arms move to get them to go faster, not just flailing them around.

Roostervier
July 27th, 2009, 03:47 PM
biggest thing with the sprinting is that peoples arms dont go that high

ICEE
July 27th, 2009, 03:53 PM
sprinting 2:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting-2.gif


hows this suit you rooster?

Roostervier
July 27th, 2009, 03:55 PM
better than before. it might look better once ingame. personally i think you should ball his left fist or have the fingers go together to form a fin shape, if you know what i mean. i prefer the former though.

BobtheGreatII
July 27th, 2009, 03:56 PM
I just don't think sprinting would have an animation really... Could he just hold it with both hands and run holding it up... hard to explain, hope someone knows what I mean.

ICEE
July 27th, 2009, 03:58 PM
It would definitely look better ingame. I would have the camera jiggle appropriately, like your head moves when you run, however in max it is kind of pointless since there isn't an unmoving background to compare to.

Roostervier
July 27th, 2009, 03:58 PM
i can see what you mean bob, but im not sure why anyone would run with a gun like that. <_<

ICEE
July 27th, 2009, 04:02 PM
I made a very small change to the running animation, but it seems more fluid to me now.

running 2:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/running2.gif

Higuy
July 27th, 2009, 04:10 PM
Any better? I added a bit more detail to it. (also I didn't forget the on/off switch this time)
http://i238.photobucket.com/albums/ff260/showbizfluffy/flashlight-1.png

kid908
July 27th, 2009, 04:18 PM
most flashlight have a grip with Details:realsmug:

@ICE: when people run, their hands move somewhat diagonally as their upper body twist a bit, not just straight back and forth, especially with a gun.

Roostervier
July 27th, 2009, 04:20 PM
Looks like it's made out of rubber, is that what you're going for?

ICEE
July 27th, 2009, 04:22 PM
excellent point kid, thanks.
@ rooster, if that was directed at me, then yes. My goal for both running and walking was to make an interesting and flowy animation that gets the point across without being entirely realistic. Intentionally overdramatic. Sort of like battlefield bad company.

Higuy
July 27th, 2009, 04:25 PM
Yeah, at least the grip is rubber. (Everything looks like rubbery and the same becuase of my material setup in Max.)
I was going to add detail into the grip with a normal map instead of wasting time modeling it all out, or should I model it all out? it was mostly going just going to be little bumps.

Roostervier
July 27th, 2009, 04:29 PM
oh, i was talking about the flashlight if you mean the rubber comment. yeah, i understand its the max material. i think you should keep it a metal flashlight, and have the grip be like this one:
http://www.sd5.k12.mt.us/ghs/howl/Images/Flashlight.jpg

Higuy
July 27th, 2009, 04:31 PM
Yeah I think that looks a bit better too. But should I do a normal map for the grip or just model it out?

Roostervier
July 27th, 2009, 04:36 PM
normal map, but model a hi res version of it. you don't have to do that, you could make a height map if it's easier. it really makes no difference.

Heathen
July 27th, 2009, 04:41 PM
Smore glockwork.

Spoilerd:

reload(repost):
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-reload.gif

fire:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-fire.gif

running:
first try (http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-running.gif)
second try
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/running2.gif

sprinting:
first try (http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting.gif)
second try:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting-2.gif


Please take note that this is still style experimentation. Also, ingame, the running and sprinting animations would be further enhanced with camera movements, but without an actual environment it isn't easy to simulate.
Your animations pop like he is doing the robot.

:/

ODX
July 27th, 2009, 04:41 PM
sprinting 2:
http://i188.photobucket.com/albums/z295/iron_clad_photo/animations/glock-sprinting-2.gif
The left hand should be somewhat palm-down when it's coming up from the bottom of the screen, so it'll swing up and look a bit more stylized rather than staying in the same position with unnoticeable rotation. I'm seeing a pause in the movements of the left hand when it reaches it's climax as well.

DEElekgolo
July 27th, 2009, 07:16 PM
http://img199.imageshack.us/img199/4162/wongles.th.png (http://img199.imageshack.us/my.php?image=wongles.png)
http://img24.imageshack.us/img24/1903/wirewongles.th.png (http://img24.imageshack.us/my.php?image=wirewongles.png)
Click for full size.
Something me and avp are working on. The picture is inside the 3ds max viewport. It was easier for me to see how I wanted the lighting to be like.

teh lag
July 27th, 2009, 07:26 PM
...What is it?
What is it going to be?
Can we see it from other angles?
Can we see what you are aiming to achieve?
I can't see a thing in those pictures. I assume it's an environment of some sort? Your "lighting" is really a hindrance to being able to give you crit on it. It really looks like nothing, even in the wire frame.

DEElekgolo
July 27th, 2009, 07:32 PM
http://img132.imageshack.us/img132/6481/tehwongles.png
Its very basic. But am I doing it right?

Joshflighter
July 27th, 2009, 07:38 PM
Halo 3 rats nest single player place?

DEElekgolo
July 27th, 2009, 07:40 PM
It was originally. Be we decided to just get some of its architectural elements and make something of our own out of it.
...Not going so well...

Futzy
July 27th, 2009, 07:41 PM
http://img24.imageshack.us/img24/1184/rababbababababab.png
ye.

One of the decals for that map.

DEElekgolo
July 27th, 2009, 07:46 PM
Best way to make the complex walls and pipes like in this area?
http://img6.imageshack.us/img6/5171/4b6f7586b79ef8b93bbbe0e.jpg

teh lag
July 27th, 2009, 07:54 PM
http://tehlag.modacity.net/one/pix/qct-dee-bsp.jpg

Llama Juice
July 27th, 2009, 08:08 PM
Best way to make the complex walls and pipes like in this area?
http://img6.imageshack.us/img6/5171/4b6f7586b79ef8b93bbbe0e.jpg

Haha use UT3

But in all srsnes... what are you talking about specifically... nothing is really complex it's just a bunch of cylinders going through boxes. Stuff overhead is just cylinders with some extrudes along it going through a support system.

DEElekgolo
July 27th, 2009, 08:22 PM
How about railing like this (http://img24.imageshack.us/img24/975/b978dc0f700a6ea27607ef5.jpg)?

And as for the structural support. Will this do? I cant have it take up to much space.
http://img31.imageshack.us/img31/4726/titdirt.jpg

teh lag
July 27th, 2009, 08:29 PM
It's.... better? I don't see why you won't just extend it all the way down there and stick some smaller tech stuff on it if it looks too boring.

DEElekgolo
July 27th, 2009, 08:40 PM
http://img24.imageshack.us/img24/4726/titdirt.jpg
Ok, I'll keep it simple.

Higuy
July 27th, 2009, 08:55 PM
I'm pretty much done.. I learned a little bit texture wise, and material setting up wise in 3dsmax.
http://i238.photobucket.com/albums/ff260/showbizfluffy/flashlight-3.png
I like how it turned out, for a modern flashlight, any last crit?

teh lag
July 27th, 2009, 09:00 PM
Honestly I was thinking more like this.

http://tehlag.modacity.net/one/pix/qct-dee-bsp2.jpg

Keep it simpler. If it doesn't need to be complex, don't make it complex.

Roostervier
July 27th, 2009, 09:03 PM
higuy, that's wayyyyy too reflective. overall i think your flashlight could use a lot more detail. dont be lazy or scared to add some in. and no that doesnt mean add in a bunch of random scratches. give it some definition.

Higuy
July 27th, 2009, 09:05 PM
I was never planning on making any scratches too, but I think I know why its super reflective.. I'll change that

DEElekgolo
July 27th, 2009, 09:19 PM
How about railing like this (http://img24.imageshack.us/img24/975/b978dc0f700a6ea27607ef5.jpg)?

About this...

Terror(NO)More
July 27th, 2009, 10:20 PM
Dee, I don't even know where your trying to go with that.. the one way with pipe doesnt make sense since wtf is pipe leading to?

Futzy
July 27th, 2009, 10:35 PM
Aesthetics.


First attempt at deterioration like this:
http://img193.imageshack.us/img193/6462/oooooooooooooooop.png

BobtheGreatII
July 27th, 2009, 11:50 PM
Kind of hard to tell what it looks like on a surface, when it's not on a surface. :downs:

Futzy
July 28th, 2009, 12:09 AM
Well once we start texturing, we'll see and change accordingly.

I'll update this with a photoshop of it on top of another texture.

neuro
July 28th, 2009, 05:13 AM
About this...
um... you.. build it?

what do you want to know?

if you want to know HOW to bend a cylinder, i'm not sure you should even be attempting it :/

it's not really a complex thing now, is it >_<

Llama Juice
July 28th, 2009, 05:30 AM
@Dee

I'd just make a curve and extrude a circular polygon along it.

Futzy
July 28th, 2009, 12:32 PM
http://img9.imageshack.us/img9/5788/decalsprev.png
http://img18.imageshack.us/img18/3559/niggery.png
DEE will be able to do it better, but this is me figuring out how to apply textures for the first time on my own.

BobtheGreatII
July 28th, 2009, 12:49 PM
The arrows don't look too bad. Not sure about the Vehicle one.

Hunter
July 28th, 2009, 01:17 PM
:shake: Please stop mensioning DEE. he is no god. Looks good though, I like the arrows.

DEElekgolo
July 28th, 2009, 01:27 PM
:shake: Please stop mensioning DEE. he is no god. Looks good though, I like the arrows.
He mentions me a lot because we are both making this map...

Futzy
July 28th, 2009, 01:32 PM
Ya DEE is modeling, I made the layout and am doing textures.

Hunter
July 28th, 2009, 01:45 PM
I am just sick of seeing you take ALL of the credit for things. And I am not discussing it here DEE, before you reply saying "Like what?"

Roostervier
July 28th, 2009, 01:57 PM
Keep that shit to yourself hunter, this thread isn't for bitching about giving proper credit, it's for crit on peoples WIPs

Terror(NO)More
July 28th, 2009, 02:18 PM
Hunter, since I left months ago you bitched about DEE, and you still do now that I'm come back browsing around. Just worry about your own things.

DEE is like way up here to you.





















and you, your way down here.
It's just how it is.

Hunter
July 28th, 2009, 02:28 PM
Okay, what ever. Fucking drop it. I said I was not going to start an argument on this thread so stfu.. jesus.

*snip, I was wrong.*

Edit:
My failed unwrap on the turret.
http://i58.photobucket.com/albums/g268/martynball/checker_machine_turret.jpg
http://i58.photobucket.com/albums/g268/martynball/machineturrettemplate.jpg

Futzy
July 28th, 2009, 04:04 PM
Looks nice.


What's a good way to make tileable textures?
http://img38.imageshack.us/img38/1799/textures.png

BobtheGreatII
July 28th, 2009, 04:07 PM
Looks nice.


What's a good way to make tileable textures?
http://img38.imageshack.us/img38/1799/textures.png

Gimp has a tool that you can use if I remember correctly.

Disaster
July 28th, 2009, 04:08 PM
I just use the offset filter and the clonestamp brush.

Hunter
July 28th, 2009, 04:12 PM
Disaster, I have PM'ed you. Whats your answer?

Disaster
July 28th, 2009, 04:23 PM
Disaster, I have PM'ed you. Whats your answer?
I've been really busy atm but I'll see If I can find some time.
Not a definitive yes though.

DEElekgolo
July 28th, 2009, 11:08 PM
http://img41.imageshack.us/img41/6150/57259564.png
Eh? Not to bad for real-time.
This is the lighting schematic will be using for this section of the level. Seem good?

Limited
July 29th, 2009, 12:29 AM
Well, whilst making a custom theme for my iPod I needed to make some wallpapers for it. Here are a few I made, top one is my fav.

http://i244.photobucket.com/albums/gg12/Beer-Me08/iPod/Wallpaper5.png

http://i244.photobucket.com/albums/gg12/Beer-Me08/iPod/Wallpaper4.png

http://i244.photobucket.com/albums/gg12/Beer-Me08/iPod/Wallpaper3.png

http://i244.photobucket.com/albums/gg12/Beer-Me08/iPod/Wallpaper2.png

http://i244.photobucket.com/albums/gg12/Beer-Me08/iPod/Wallpaper.png

Llama Juice
July 29th, 2009, 12:34 AM
^nice.

@ MrBig: There's the ever useful offset + clone stamp.. or what I used to do is duplicate my layer, then offset it... then just mask off the top layer's seam.

Orr now what I've been playing with is photoshop's Auto - Blend Layers tool (Edit - Auto Blend Layers) basically just have something laying over the top of your seam in a separeate layer and then select the layers that are involved, and select the Auto Blend Layers from the edit menu and it'll get rid of the seam pretty well.(usually)

Limited
July 29th, 2009, 12:40 AM
Just make sure if you use the clone stamp tool you make sure it has a very soft edge, right click with it and set hardness to like 45% or so.

ExAm
July 29th, 2009, 12:42 AM
Crosspostin' this cuz lobo's thread got locked :v:
http://i231.photobucket.com/albums/ee6/TheExAm/lobo.gif

Mass
July 29th, 2009, 12:44 AM
Crosspostin' this cuz lobo's thread got locked :v:
http://i231.photobucket.com/albums/ee6/TheExAm/lobo.gif
Sweet, hahaha

Limited
July 29th, 2009, 12:44 AM
Baaha thats great, who made the animation?

Heathen
July 29th, 2009, 12:44 AM
dee is good mang.

ExAm
July 29th, 2009, 12:50 AM
Baaha thats great, who made the animation?
I did. Why else would I be posting it here? :|

Limited
July 29th, 2009, 01:01 AM
I did. Why else would I be posting it here? :|
I dunno, but great stuff +rep.

Reaper Man
July 29th, 2009, 01:08 AM
lol, is that plane ross?

ExAm
July 29th, 2009, 01:08 AM
it says ExAm on it, but it didn't come out right :C

Futzy
July 29th, 2009, 03:19 PM
WIP box texture.
http://img35.imageshack.us/img35/5894/boxtexture1.png

Bevels and text are placeholders.