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Disaster
September 19th, 2009, 07:21 PM
Does piece mean that wall or the individual bricks?
Its broken up into multiple pieces.

MetKiller Joe
September 20th, 2009, 12:23 AM
Its broken up into multiple pieces.

Could we see a wire and the pieces separately?

neuro
September 20th, 2009, 06:46 AM
http://i266.photobucket.com/albums/ii256/echo216/modular-brickwall.jpg
Modular brick wall assets I made today in zbrush. THe low res mesh is sitting at 6k triangle per piece.

looks good, but what people are saying, about it being too scratchy is right, i'll go into detail a bit more.

what youve got there is a load of detail which is all at the same frequency, the same size.

what you would want, is low-frequency detail, medium, and high frequency detail. (for 2 reasons)

the low frequency detail would be a rough wave-ish going over the surface of the entire wall, giving the walls bit of extra depth to it, instead of being totally flat. the medium detail would be individual bricks being broken off, corners cracked off, some bricks going deeper into the wall, some extruding a little bit. then there's the high frequency detail, which are all your little cracks (which you've got a bit too much of tbh) and youve only got scratches on them.

look on some real briks, theres busted corners, some bricks cut in half completely, they've got dimples, little holes. and actually not alof of scratches at all (depends on the type of rock ofcourse, but you get the point)

that's reason 1 realle, having it look credible.

reason 2 would be when you take it into max, you've got to optimise it first, a simple polycrunch would do the trick. (6 million polies in max doesn't work well if you don't have at least 8 gigs of ram etc)

these applications generally are a bit picky though, they tend to decimate flat surfaces alot, and losing the small detail on them in the process. having the large frequency details on it deforms the surfaces a bit, giving the small detail a better surface to hang on to when it's being decimated, (basically, having more low frequency in it, makes the high frequency come out better when you import it to max for normal baking)

Disaster
September 20th, 2009, 10:39 AM
Thanks. I'll take that into account when I work on the high poly a bit more later.

paladin
September 23rd, 2009, 01:21 PM
What time period are you aiming for, because even masons from the earliest part of last millennium (1000+) had fairly uniform bricks. The details would affect the surfaces after the wall was created so you would not have as much variation on the tops and bottoms of the bricks. Plus, masons would cut and put mortar between rows to get an even and level surface for the next row.

Cagerrin
September 24th, 2009, 02:04 AM
http://www.modacity.net/forums/showpost.php?p=465191&postcount=1599

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090923235423_56s.png

I really have no idea why I modelled this.

n00ber
September 24th, 2009, 01:30 PM
the cake is a lie

Hunter
September 24th, 2009, 04:00 PM
Converted ODST Silenced Pistol to normal Halo 3 one...

1822 Triangles.
http://i58.photobucket.com/albums/g268/martynball/h3magnum09.jpg
http://i58.photobucket.com/albums/g268/martynball/h3magnum09_wire.jpg

IceCube
September 24th, 2009, 09:17 PM
yeah you're right, you're not very good at this at all.


What happened to the helpful nero. :(

neuro
September 25th, 2009, 01:02 AM
scroll up

Chainsy
September 25th, 2009, 09:10 PM
You helped someone who is pretty good at what they do, why not help the new guy get to that position...infact this has opened up an idea, though i doubt it will work.

MetKiller Joe
September 25th, 2009, 09:31 PM
Think about how you would give good crit for somebody's first level (a box or something similar); it might be very tesselated, extrudes in random places, and random weird triangles here and there.

I'm not saying that that isn't acceptable; everybody starts somewhere. Its just hard to crit that, but you can point the person in the right direction.

That being said. Trulife, here (http://www.moddb.com/tutorials/beretta-9000-video-tutorial). I hope it is still relevant. I don't model weapons, but that is what most start with.

Hunter
September 26th, 2009, 04:36 PM
Wow, asif. I feel loved for a change Lol.
http://www.split-screen.com/2009/09/26/17-year-olds-halo-render-work-rivals-bungies/
http://www.n4g.com/gaming/NewsCom-401078.aspx?CT=1

Article is a bit over the top though as my work will not be rivaling bungies Lol. And my name is spelt wrong haha, but that is awesome.

Ganon
September 26th, 2009, 04:48 PM
Tight set of abs

MetKiller Joe
September 26th, 2009, 07:43 PM
Wow, asif. I feel loved for a change Lol.
http://www.split-screen.com/2009/09/26/17-year-olds-halo-render-work-rivals-bungies/
http://www.n4g.com/gaming/NewsCom-401078.aspx?CT=1

Article is a bit over the top though as my work will not be rivaling bungies Lol. And my name is spelt wrong haha, but that is awesome.

Dude, congratulations!!! :neckbeard:

SnaFuBAR
September 26th, 2009, 08:09 PM
Really nothing noteworthy. The article really jazzes this up. You're absolutely not comparable to bungie in any way (except their h1 weapon models suck serious ass), but you're certainly not incompetent. Congrats on getting an article.

Disaster
September 26th, 2009, 08:17 PM
http://i266.photobucket.com/albums/ii256/echo216/odst-smg-01.jpg
There are a few smoothing errors here and there.

SnaFuBAR
September 26th, 2009, 08:19 PM
Nice model there disaster, but your lighting is flipped wrong. Warm tones go on the underside, cool colors above. The reasoning is simple: earth colors, sky colors. Render it the right way and it'll probably be a lot more pleasing.

E: btw the radii of your edges are too small and harsh.

Hunter
September 26th, 2009, 08:50 PM
Really nothing noteworthy. The article really jazzes this up. You're absolutely not comparable to bungie in any way (except their h1 weapon models suck serious ass), but you're certainly not incompetent. Congrats on getting an article.

Bold: I know that, I'm just happy I had an article made about me Lol. And the SMG looks nice Disaster

Maniac
September 27th, 2009, 12:48 AM
f7aP9qPKCE0

Futzy
September 27th, 2009, 02:13 PM
http://img28.imageshack.us/img28/8806/mountain.jpg
Spent about an hour on it so far.

Chainsy
September 27th, 2009, 03:24 PM
I can tell it's a mountain, what I can't tell is if its erupting or if those are just clouds pushing over it.
So far it looks very flat, before working that far into details you should set up realistic lighting. For example, the mountain is one shade of color, yet there are clouds flowing up, there should be heavy contrasts on it from the clouds covering patches from sunlight and from generally the ruggedness.
Also you can not tell the orientation of where you are in form of the mountain, like from the angle you are, you should see more the just one flat side of the mountain, and then also there usually isn't just one mountain in an area and trees generally still scatter up a bit pas the treeline, they don't just abruptly stop unless a fire or something has occurred.

Heathen
September 27th, 2009, 03:35 PM
looks way too flat, yeah.

SnaFuBAR
September 27th, 2009, 04:20 PM
would be better in an extreme panoramic, rather than portrait, so you could include more of the mountain range and add atmospheric depth.

NuggetWarmer
September 28th, 2009, 02:13 AM
Working on another CNC project. Still gotta lot to do.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/ODSTRookie.png
Shottie's up next, then I have to finish up the MC helmet for another guy. :downsdance:

Advancebo
September 28th, 2009, 05:19 AM
Nice.

neuro
September 28th, 2009, 05:46 AM
a small WIP i'm working on for a game a friend of mine is making.
(it involved robots)

this is just a blanc base for a robot, onto which modular attachments can be mounted.
(there's no tracks around the thing in this image, because i only build a small section of it, and then just tile that (works fine for a scrolling texture))
no need to bend that thing around the wheels when i only have to do that with the lowpoly

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Rbase02.jpg

the plates mounted on the inside of the track bases are really only there to cover up the handle, since i'm baking those handles onto the flat side in the normalmap.
because i'm planning on mirorring the things, the handle would show on the inside too, which is what i didn't want, so i' simply added something there to cover it, so you don't see it (and don't notice the fact it's mirrored either)

MetKiller Joe
September 28th, 2009, 03:35 PM
I don't see anything technically wrong with it geometry-wise, but there is no context to the piece so it is somewhat hard to judge the model itself. Looks good, though.

n00ber
September 28th, 2009, 06:06 PM
ive been working on some fp hands for lulz. http://img87.imageshack.us/img87/1139/fparms.jpg



i know that it has some smoothing errors so far but i will fix later

SnaFuBAR
September 28th, 2009, 06:17 PM
Let's see your wireframe for that. Looks like you have some messed up topology.

n00ber
September 28th, 2009, 06:30 PM
http://img42.imageshack.us/img42/1139/fparms.jpg

Hunter
September 28th, 2009, 06:39 PM
Fingers have a lot of sections don't they.

Disaster
September 28th, 2009, 08:08 PM
http://www.youtube.com/watch?v=J1mExXURsWk
Watch that. The video is in maya but you can see how you need to set up your topology. Right now the whole mesh is wack.

Ki11a_FTW
September 28th, 2009, 08:43 PM
from the wireframe, fingers look a bit too pointy and round, and listen to snaf and disaster, it looks like you just put some cylinders on the hand to me

rossmum
September 28th, 2009, 09:18 PM
It looks like a latex glove (or at least to me anyway, what with my lanky fingers)

SnaFuBAR
September 28th, 2009, 10:18 PM
http://img268.imageshack.us/img268/4439/handminitut.jpg
The tutorial I made this from is by Greg Petchkovski and can be seen here (http://guerillacg.com/home/3d-polygon-modeling/subdivision-topology-artifacts)

ExAm
September 28th, 2009, 10:46 PM
Fuck, I figured that out all on my own ages ago. .

Hunter
September 29th, 2009, 04:13 PM
I suck.
http://i58.photobucket.com/albums/g268/martynball/h3_hudcopy.jpg
Needs major work. Lol.

ThePlague
September 29th, 2009, 05:08 PM
Did you even mirror the shield outline? It looks uneven.

Get an ingame shot once you get farther to see how it looks.

NuggetWarmer
September 29th, 2009, 05:31 PM
About done. Not sure if I should do a visor or not.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/ODSTRookie-2.png

Higuy
September 29th, 2009, 05:34 PM
About done. Not sure if I should do a visor or not.
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/ODSTRookie-2.png
since is a CNC project, make the visor glass or plastic that's see-threw. If you do use glass, make it tinted.

NuggetWarmer
September 29th, 2009, 05:41 PM
thanks for telling me what people have been doing for odst visors for a long time. it was helpful.

Higuy
September 29th, 2009, 05:49 PM
thanks for telling me what people have been doing for odst visors for a long time. it was helpful.
:|
You did say if you should model the visor or not :raise:

thehoodedsmack
September 29th, 2009, 05:52 PM
I've seen two-way mirrored acrylic sheets that you can vaccuform into shape. Look into it. It could give you the reflective look the ODST helmets have.

Ganon
September 29th, 2009, 06:09 PM
thanks for telling me what people have been doing for odst visors for a long time. it was helpful.
yeah anyday bro

Hunter
September 29th, 2009, 07:44 PM
A member of a Crysis modding team I am in has textured my shotgun, it looks awesome.
http://i75.photobucket.com/albums/i291/BuLLcop/shot7.png

Hopfully he will send it to me and allow me to use the texture. Smoothing has been taken of btw.
Credit to BuLL
http://tekjunkies.freeforums.org/member/BuLL/

ODX
September 29th, 2009, 07:48 PM
I liked it better when the lights were blue, even if that was just for rendering purposes.

Hunter
September 29th, 2009, 07:50 PM
Same here, dunno why he made them green :S

Disaster
September 29th, 2009, 08:03 PM
That is nowhere near cryengine quality. If you are working on a Cryengine mod, you definitely need to ramp up the quality or its going to look like shit. At-least have a proper normal and specular map (from the looks of it, the high lights are textured on) made.

Advancebo
September 29th, 2009, 08:13 PM
It looks okay, I dont like the lights being green though (ew halo 2). also the metal on the barrel should be brighter than the grip parts. And why is the ejection port on the left side of the shotgun.

ThePlague
September 29th, 2009, 08:15 PM
It looks okay, I dont like the lights being green though (ew halo 2). also the metal on the barrel should be brighter than the grip parts. And why is the ejection port on the left side of the shotgun.
Most likely a mirror from the texture.

killer9856
September 29th, 2009, 08:31 PM
Yeah, make the texture like a 2048, i do that with all my Cry work, and it turns out awesome.

Speaking of CryEngine, I was making some rocks for a map I'm working on with a friend.

http://i1002.photobucket.com/albums/af147/beastfrommideast/FOLLOWME.jpg

http://i1002.photobucket.com/albums/af147/beastfrommideast/COMEBACKDOWN.jpg

Its repeated 5 times.

paladin
September 29th, 2009, 08:33 PM
Can you import custom levels with crysis? or is it shitty brush mapping/ height mapping.

DEElekgolo
September 29th, 2009, 08:43 PM
Hopefully it can import it and give it as much graphical priority as halo does. The idea of having your level model have the same processing priorities as every other model makes my models feel less important.

killer9856
September 29th, 2009, 08:44 PM
Yes you could import whole levels into crysis, but you would have to put them into seperate exports, to minimize the time of the export. Mah boi wanted to import the ENTIRE map we had into it, but I say we mix up the parts of the map in it, because it would be more better in design

neuro
September 30th, 2009, 02:06 AM
Yeah, make the texture like a 2048, i do that with all my Cry work, and it turns out awesome.

Speaking of CryEngine, I was making some rocks for a map I'm working on with a friend.



[pix]

Its repeated 5 times.


you should think about investing more polygons in your model, at least to give it a smother silhouette. (crysis can handle it, don't worry)

Hunter
September 30th, 2009, 04:05 AM
you should think about investing more polygons in your model, at least to give it a smother silhouette. (crysis can handle it, don't worry)

Would be nice if the texture artist knew how to use a 3ds application a bit, as he has took the smoothing off and textured lines where the edges are, where actually it is smoothed :/

THen he could up the poly count as well, saves time for me as I don't really have time to make 2 versions of models all of the time Lol.

And Disaster, will you give the shotgun a go? Please? :haw:

=sw=warlord
September 30th, 2009, 05:05 AM
Need some advice on my unwrap.
Anyone here able to make some suggestions on how to improve my UV wrap?
Iknow theres alot of unused space and thats what im worried about.
If i scale certain parts up would that not skewer the UV?
http://img7.imageshack.us/img7/2096/shelli.png

Advancebo
September 30th, 2009, 05:11 AM
Make that little strip in the top left larger.

=sw=warlord
September 30th, 2009, 05:14 AM
Make that little strip in the top left larger.
You mean the long thin strip?
No point, won't be seen at all unless you really look at the monitor with a magnifying glass.
It's just the strip down the side of the inset's.

ODX
September 30th, 2009, 06:11 AM
If i scale certain parts up would that not skewer the UV?It wouldn't skewer the UV, to my little knowledge. Making a part bigger or smaller shouldn't actually affect the UV, but it will affect how good that part looks on model. Make it small, it'll have little detail. Make it bigger, it'll have more detail (depending on what the skinner does).

Trulife8342
September 30th, 2009, 01:19 PM
http://img340.imageshack.us/img340/9936/logov1.png

P.M. Me if your interested, I want serious programmers/designers only.

Hunter
September 30th, 2009, 02:15 PM
Looks aweomse ^^

And I just got the textured shotgun from BuLL. Did a quick spec and rendered, I need to make a multipurpose map and get it ingame :P


(Texture = BuLL)
http://i58.photobucket.com/albums/g268/martynball/textured_BuLL_1.jpg
http://i58.photobucket.com/albums/g268/martynball/fp_textured_BuLL.jpg

teh lag
September 30th, 2009, 03:17 PM
So... does he want crit on the skin?
Do you want crit on the render?

I don't understand why that's being posted in this thread.

Heathen
September 30th, 2009, 03:20 PM
I...I dont like it.

Maybe I am being picky but the metal is too......painted looking?

Higuy
September 30th, 2009, 03:42 PM
I actually REALLY like it for some reason.

Jean-Luc
September 30th, 2009, 03:44 PM
I actually REALLY like it for some reason.
So do I. It really feels like it belongs in the semi-cartoony world of Halo.

Higuy
September 30th, 2009, 03:47 PM
Can you import custom levels with crysis? or is it shitty brush mapping/ height mapping.
Me and sheer are working on this together, and we both found that making the terrain with the heightmap painting and using Voxel painting is actually really good (becuase thats what Cryengine uses pretty much), and it comes out pretty nice. Even without Voxel painting, if you use enough vegataion and layer painting, you can make something pretty nice. There's external program's that can create nice stuff for you too with heightmaps but for this were not using that. When were almost done, will have a thread for this project. It's going to be really nice, we promise.

Hopefully it can import it and give it as much graphical priority as halo does. The idea of having your level model have the same processing priorities as every other model makes my models feel less important.
You can import it like Sheer said but it needs to be broken up. It's better to create the terrain in the engine then take the bases, rocks, trees, bases, etc and make them sperate brushes. Then you can take them and do whatever you want, without modeling everything into the max scene, unlike halo

Delta4907
September 30th, 2009, 08:12 PM
I absolutely love that shotgun.

killer9856
September 30th, 2009, 08:22 PM
I don't like in my opinion. It doesn't look that good in general.

And I will edit my model then.

MetKiller Joe
September 30th, 2009, 08:58 PM
Looks aweomse ^^

And I just got the textured shotgun from BuLL. Did a quick spec and rendered, I need to make a multipurpose map and get it ingame :P


(Texture = BuLL)
http://i58.photobucket.com/albums/g268/martynball/textured_BuLL_1.jpg
http://i58.photobucket.com/albums/g268/martynball/fp_textured_BuLL.jpg

http://img36.imageshack.us/img36/217/guncrit.jpg

My two cents. The texture is nice in parts, but I don't think it fits the Halo universe styling.

kid908
September 30th, 2009, 09:01 PM
I really don't like the shotgun shell area in the fp view. The top half looks very very flat when the shell meets the holder, for a lack of term, but the bottom half actually have depth to it. Might want to fix that.

For the model, your density of your model seem very odd to me. the barrow and other areas that aren't seen very often/well seem to have a higher poly count than areas that's "right in your face." You could round out the sides of the top half of the shotgun with a few edge loops without a major jump in the poly count.

DEElekgolo
September 30th, 2009, 09:19 PM
I don't like it. Very flat textures, horrible attempt at pre-defined light?, no good area for specular to take place. And the bolt areas have some horribad pre-defined light on them.

kid908
October 1st, 2009, 01:09 AM
Didn't have hw tonight so I decided to make a quick free-style head. There's a few spots that cam be improved on, but I'm more interested in my edge flow right now, so see any where I can improve on the edge flow? If you need it at a diff angle, I can get it.

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

ExAm
October 1st, 2009, 02:16 AM
It looks like E.T. :gonk:

Ganon
October 1st, 2009, 02:31 AM
chin is about 3 times as far from the neck as it should be, unless... nice neanderthal

Hunter
October 1st, 2009, 03:06 AM
The guy won't change the texture and he won't retexture :/
So I am guessing someone else will have to texture it... Would be nice if Disaster would, or IV... Fuck. I am seriously going to learn whilst in uni next year...

neuro
October 1st, 2009, 05:02 AM
hunter, honestly, i'm not saying this because i don't like you, but the things you produce, and a high-end engine dont go together.

you can't make decent ingame art nowadays without having a proper normalmap to go along with it, unless you're going for a specific style. you're trying to make outdated art, look good in a new game. it just doesnt work.

you're going to have to learn that current day games are not CE, and you're still sticking to CE standards, where you could, and SHOULD be using about 5 times the polycount. you also still don't know where to invest polygons, and where not to.

this (http://i58.photobucket.com/albums/g268/martynball/fp_textured_BuLL.jpg) image demonstrates this very well.

you should try to learn to build sub-d modelling, and stay away from zbrush or mudbox and that organic junk. (every monkey can make a good looking BLOB, including you.)

Learn to build proper sub-D geometry, and THEN build your pelican. THEN i'll be impressed. (assuming it looks good)

=sw=warlord
October 1st, 2009, 05:20 AM
I agree with neuro.
That shotgun doe's look incredibly low poly for use in a game such as crysis.

Advancebo
October 1st, 2009, 05:23 AM
I believe Hunter only said it was textured by a member of a Crysis team hes in, but not going in Crysis.

=sw=warlord
October 1st, 2009, 05:32 AM
I believe Hunter only said it was textured by a member of a Crysis team hes in, but not going in Crysis.
Why would it be textured by someone working in a crysis halo team and then not use it in Crysis?
Use some sense advancebo.

Heathen
October 1st, 2009, 07:12 AM
Why would it be textured by someone working in a crysis halo team and then not use it in Crysis?
Use some sense advancebo.

Because he is a friend and was helping hunter out since he can't texture?

Use some sense warlord.

=sw=warlord
October 1st, 2009, 07:36 AM
Because he is a friend and was helping hunter out since he can't texture?

Use some sense warlord.
Hunter has joined a crysis modding team and has been in said team for several months supplying them models.
With that, it would be assumed said models and textures would be used in Crysis...

Horns
October 1st, 2009, 02:43 PM
Why would it be textured by someone working in a crysis halo team and then not use it in Crysis?
Use some sense advancebo.

Um, not saying this is the right answer, but maybe hunter knows the guy and since he's already working on halo styled textures for their mod he had some free time and was available to do a texture for hunters shotgun which might not even be a part of the crysis mod.

That makes sense doesn't it?

Hunter
October 1st, 2009, 03:19 PM
I supply them with Halo models as they are making a Halo Mod. So that guy is the texture artist.

Heathen
October 1st, 2009, 03:23 PM
Hunter has joined a crysis modding team and has been in said team for several months supplying them models.
With that, it would be assumed said models and textures would be used in Crysis...

when you assume you make an ass out of you and me.

MetKiller Joe
October 1st, 2009, 03:24 PM
The texture needs work; he posted it and some people crited it. Why so hung up on the details guys?

Speaking of things that need work. This is the picture I'm using for a portfolio piece:

I'm probably not going to model the cars.

CONCEPT:
http://img136.imageshack.us/img136/1950/conceptma.jpg


ORIGINAL:
http://img136.imageshack.us/img136/5963/originalc.jpg

=sw=warlord
October 1st, 2009, 03:25 PM
Um, not saying this is the right answer, but maybe hunter knows the guy and since he's already working on halo styled textures for their mod he had some free time and was available to do a texture for hunters shotgun which might not even be a part of the crysis mod.

That makes sense doesn't it?

Yeah (http://www.crymod.com/thread.php?threadid=33727) Sure (http://crymod.com/thread.php?threadid=50772&hilight=Halo) let's go with that
(http://www.crymod.com/thread.php?postid=568121#post568121)
I supply them with Halo models as they are making a Halo Mod. So that guy is the texture artist.
Going into crysis Yes/No?
If yes then it proves my point.
I hate calling on people like this but i agree with neuro that the shotgun looks very low poly for use in a game such as crysis where it has bipeds in the 30k region.
And heathen, the only one making an ass is yourself, ive been watching the halo mod team hunter has been working with for some time so my assumption was pretty educated before hand.
Also

Need some advice on my unwrap.
Anyone here able to make some suggestions on how to improve my UV wrap?
Iknow theres alot of unused space and thats what im worried about.
If i scale certain parts up would that not skewer the UV?
http://img7.imageshack.us/img7/2096/shelli.png


(http://www.crymod.com/thread.php?postid=568121#post568121)

SnaFuBAR
October 1st, 2009, 03:40 PM
should be using procedural materials, normals, AO maps and all kinds of stuff instead of this painted lighting on low poly model stuff. seriously.

Higuy
October 1st, 2009, 03:49 PM
Yeah (http://www.crymod.com/thread.php?threadid=33727) Sure (http://crymod.com/thread.php?threadid=50772&hilight=Halo) let's go with that (http://www.crymod.com/thread.php?postid=568121#post568121)
If that stuffs going into crysis... they could use tons of more polys and detail.. :\

Halo uses more polys in the POA corridors then they did lol.

Hunter
October 1st, 2009, 03:56 PM
YES!

Disaster
October 1st, 2009, 04:09 PM
http://i266.photobucket.com/albums/ii256/echo216/smg-wip-diffuse.jpg
Massive SMG diffuse WIP (normals map on the model as well)

SnaFuBAR
October 1st, 2009, 04:46 PM
wow that halo mod is looking pretty terrible :/

disaster, smg is looking pretty good so far.

Spartan094
October 1st, 2009, 06:49 PM
http://screenshot.xfire.com/screenshot/natural/f0a5477f0572ad1002c1d7493c71a8b6fc1e6d70.png
This is not the best I could do using Bungie's stuff. I think the colors is fine and such, I think I need to tone down the color and/or shine. I need that attachment skinned but no one is available :ehhh:

And I know the thumb clips..

Anything I should fix?

oh good looking SMG disaster

Advancebo
October 1st, 2009, 07:34 PM
http://i266.photobucket.com/albums/ii256/echo216/smg-wip-diffuse.jpg
Massive SMG diffuse WIP (normals map on the model as well)
The circles on the grip of the smg could be larger

Cagerrin
October 1st, 2009, 07:39 PM
The circles on the grip of the smg could be larger
This. Align them with the base of the grip, and remove one of the upper dots so it looks like this:

o o
o o o
o o o
o o o

BobtheGreatII
October 1st, 2009, 07:42 PM
Whatever that funky error is on the back of the handle at the grip needs to go. : / Fix now!

kid908
October 1st, 2009, 07:59 PM
chin is about 3 times as far from the neck as it should be, unless... nice neanderthal


I was going for caveman but close enough. I fixed it a bit to resemble the caveman a bit more.

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

Corndogman
October 1st, 2009, 08:08 PM
The forehead pinches too much at the eyebrows, even if your going for a caveman (big forehead) it shouldn't look like that; relax that part.The bottom lip is too fat, especially in comparison to the upper. Too much of a bulge there too, like he's got dip in is mouth.

Disaster
October 1st, 2009, 09:15 PM
http://i266.photobucket.com/albums/ii256/echo216/diffuse-wip-25percent.jpg
Another Diffuse WIP (bloom [kind of fugly] effect rendered in 3ds max)

PenGuin1362
October 1st, 2009, 10:33 PM
best keep effects for when you're done, makes it too hard to see that's really meant to be critiqued. but looks nice so far

Cagerrin
October 2nd, 2009, 12:46 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091001221942_22m47s.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091001221942_22m47s_wire.jpg

Rebuilding Damnation as a Forerunner facility of some sort. Not as hard as I thought it'd be, H1 Covenant geometry being what it is.

neuro
October 2nd, 2009, 03:21 PM
http://i266.photobucket.com/albums/ii256/echo216/smg-wip-diffuse.jpg
Massive SMG diffuse WIP (normals map on the model as well)

nice job disaster.

a little suggestion for you:
when you bake out your normals, bake out a difuse too, assign randomly coloured materials to your highres, and bake them in the same pass, this will give you a nice map to use in protoshop for selecting, and it'll help you avoid mismatching colours on edge/normal bleeds (like you've got at the back of the handle) where the diffuse colours of it don't match up along the texture seams.

tou could really put s few more polies in your lowpoly i guess, especialle near areas which should be round (which is something you need to invest in when you're using normalmaps, since they can't fake silhouette)

keep up the good work :downs:

Disaster
October 2nd, 2009, 03:26 PM
Thanks for the tip about the selection. What I usually do is render out the UV template with a solid black background and solid white fill. I'll start using the color idea as that is much better for selection. Thanks :) (oh and that texture is a very early WIP :p)

E: and that error on the back of the grip was just a uv problem. I accidentally moved that vert and it skewed the uvs a bit. I fixed it :)

=sw=warlord
October 3rd, 2009, 06:53 AM
Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
Im panning on using this tutorial for the metal.
http://halopc.moddercentral.net/haloforum/viewtopic.php?f=67&t=2163
Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.

http://img89.imageshack.us/img89/9553/frontos.jpg

=sw=warlord
October 3rd, 2009, 06:54 AM
Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
Im panning on using this tutorial for the metal.
http://halopc.moddercentral.net/haloforum/viewtopic.php?f=67&t=2163
Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.

http://img89.imageshack.us/img89/9553/frontos.jpg

Ganon
October 3rd, 2009, 08:52 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091001221942_22m47s.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091001221942_22m47s_wire.jpg

Rebuilding Damnation as a Forerunner facility of some sort. Not as hard as I thought it'd be, H1 Covenant geometry being what it is.

make the small bridges that lead toward the os more interestin' this time around.

=sw=warlord
October 4th, 2009, 06:14 PM
Working on a Spartan helmet based off
http://i40.tinypic.com/2igoggi.jpg
I realise the top half is rather polygonal at the moment but all im trying is to get the basic shape first then detail after as this is my first time modeling a helmet or sorts.http://img202.imageshack.us/img202/9264/helmet.jpg

NuggetWarmer
October 4th, 2009, 06:53 PM
The spartan in the picture is a Halo Wars spartan.

Cagerrin
October 4th, 2009, 08:07 PM
make the small bridges that lead toward the os more interestin' this time around.
They're basically plugs now, looking towards them the left and center ones are "plugged in" but there's a gap between the right one and its socket. 's nearly impossible to get a render down there lit properly now so I'll just post a viewport screen.

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/dmntn_plugs_vport.jpg

Going to be more detail to that wall, but I'm working on the pit area right now.

got to work detailing the area where the waterfall used start from:

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091004175413_1m13s.png
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091004175413_1m13s_wire.jpg

NuggetWarmer
October 4th, 2009, 08:21 PM
Your forerunner style is so unique. I like it.

FRain
October 4th, 2009, 08:52 PM
http://img59.imageshack.us/img59/8610/smgrel.gif

decided it was better here than in my thread.

ODX
October 4th, 2009, 09:12 PM
That mag out looks awful, has almost no force, as is the same with the mag insert. You also still don't seem to understand how to hold an SMG's mag correctly. Take a closer look at Halo 3's, the hand is rotated downward, and the palm sort of wraps around it along with the fingers. The way you've been doing it, he's simply supporting the mag rather than controlling it's movements fully.

FRain
October 4th, 2009, 09:54 PM
Haha, yeah I know about the mag holding because I never finished that. I'll work on that as well as porportionate forces. Earlier, it was way too strong and it snapped everywhere and looked alot like the world's fastest mag-reloader.

ICEE
October 4th, 2009, 11:01 PM
I think you'd do a better job on something unique... Copying halo 3 animations always ends with unattractive work, because halo 3s animations were pretty shoddy. they had a lot of flow, but no realism. However one thing i notice, is that this animation has a much better flow than your previous work. Good job, keep practicing

Spartan094
October 5th, 2009, 04:07 PM
bah, the smg mag is rigged wrong, it shouldn't eject the whole clip holder and such. I could give you a whole new one that is rigged right but that animation needs alot of work. Also why such big attachments?

Higuy
October 5th, 2009, 05:06 PM
@caggerin
i like your model but the "plugs" don't seem like something the forerunners would do (no offense) the waterfall parts are cool but i dont like the plugs
i like your forerunner style, though the plugs imo dont feel very forerunner

Cagerrin
October 5th, 2009, 05:11 PM
If you've got any ideas....

I just don't want them to be generic supports, they've got to have some sort of purpose.

I can probably reshape them so they look far more Forerunner and still keep the "plug" functionality, though.

Possibly like:

_-/=======
_/

with the upper prong being a retracted plug, and the lower being connected to the wall.

Corndogman
October 5th, 2009, 09:02 PM
http://en.wikipedia.org/wiki/Rube_Goldberg_machine
zrk7cfQNgjw
Might still be processing, give it a few minutes.

So yeah, this is an animation I did at school (I'm in a 3d animation program). Took me like 5 ish days because I suck, 6 hrs a day. I didn't really know anything about animation before this, so I spent a lot of time figuring things out. I realize its not very good since its my first so yeah, lemme know what you think.

Also, I had a much higher quality one rendering in mental ray, but some douchebag in my class decided to shut off the fucking computer and none of it saved, seriously WTF. The computers there suck and rendering takes forever, so I just switched to scanline renderer (and of course I had to redo my materials!) So I could finish rendering it.

E: Almost forgot, the goal of this exercise was to create a device to turn off a TV, I got a little creative with it, as you can see.

killer9856
October 5th, 2009, 09:32 PM
http://i148.photobucket.com/albums/s15/SAH1R/FOLLOWME.jpg

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

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

I did a quick import, to see how it would be looking so far. I was told I was going to need to add more poly's, so I'll be doing that soon.

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

Disaster
October 5th, 2009, 09:34 PM
The rocks are lacking large frequency details. It has the small fine details and a few medium details but no large details.

killer9856
October 5th, 2009, 09:39 PM
How would I do large details?

Disaster
October 5th, 2009, 09:48 PM
Sculpt them or do a really good photosource (not recommended)

Saggy
October 5th, 2009, 09:51 PM
http://img188.imageshack.us/img188/680/halo3mythicbackground.jpg

Got bored, had Recon, made a desktop wallpaper. Also, I failed at cutting out the skull thing, it looks like shit.

MetKiller Joe
October 5th, 2009, 10:17 PM
http://i148.photobucket.com/albums/s15/SAH1R/FOLLOWME.jpg

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

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

I did a quick import, to see how it would be looking so far. I was told I was going to need to add more poly's, so I'll be doing that soon.

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

The specular is too bright brown, it literally is making it look somewhat turd-ish. I'd say desaturate it and lower the brightness a bit.

Con
October 5th, 2009, 10:38 PM
The specular is too bright brown, it literally is making it look somewhat turd-ish. I'd say desaturate it and lower the brightness a bit.
.

Ah, that's what was bugging me about them..

Maniac
October 5th, 2009, 10:52 PM
http://en.wikipedia.org/wiki/Rube_Goldberg_machine
zrk7cfQNgjw
Might still be processing, give it a few minutes.

So yeah, this is an animation I did at school (I'm in a 3d animation program). Took me like 5 ish days because I suck, 6 hrs a day. I didn't really know anything about animation before this, so I spent a lot of time figuring things out. I realize its not very good since its my first so yeah, lemme know what you think.

Also, I had a much higher quality one rendering in mental ray, but some douchebag in my class decided to shut off the fucking computer and none of it saved, seriously WTF. The computers there suck and rendering takes forever, so I just switched to scanline renderer (and of course I had to redo my materials!) So I could finish rendering it.

E: Almost forgot, the goal of this exercise was to create a device to turn off a TV, I got a little creative with it, as you can see.

I like it.

neuro
October 6th, 2009, 01:08 AM
How would I do large details?

you can paint some very light distortion in a grayscale map, and put blend those in your blue/red channels of your normalmap, it's pretty basic, i normally use it for creating slight offset for tiled floors/windows etc, it gives them a slight slant if you use a falloff.

be sure not to go over the edge seams though, or it'll mess things up.

(protip here)

Corndogman
October 6th, 2009, 09:23 PM
Designed a logo/insignia for a friend of mine. His initials are are JPF3 so yeah, I thought it was pretty cool how it worked out having the roman numeral 3:
http://i199.photobucket.com/albums/aa303/corndogman939/JPFlogo.jpg

This is just the design, I might do some cool shit with it later color/background wise.

Heathen
October 6th, 2009, 09:45 PM
That is pretty cool corndog.

MetKiller Joe
October 6th, 2009, 10:25 PM
http://img30.imageshack.us/img30/3096/render001b.jpg

http://img41.imageshack.us/img41/2010/render002g.jpg

http://img25.imageshack.us/img25/108/render003.jpg

http://img196.imageshack.us/img196/3639/render004.jpg

http://img30.imageshack.us/img30/5739/render005.jpg

http://img25.imageshack.us/img25/6956/render006y.jpg

You could consider these poor speed models. There are 7 static meshes in total (gutter not pictured), and I've been working on all of them from Saturday to today (texturing, UVing, baking, and setup). It is a WIP scene for my portfolio. I still need to make some rubble and dirt patch static meshes as well as some buildings in the background to break it up.

I created all of the content you see before you except the sky. I'm not really happy with any of the texture work or the normals. I need some objectivity :).


Scene I based it off of:
http://img200.imageshack.us/img200/6716/pict3713.jpg

http://img29.imageshack.us/img29/6461/pict3715.jpg

http://img143.imageshack.us/img143/8186/pict3723.jpg

I'm abridging most of the background stuff because of time constraints. There is a conference plus some other stuff coming up and I'd like to have even a little bit for it, but very polished (to the extent that I can make it).

ExAm
October 6th, 2009, 10:28 PM
I concur

E: @heathen

Pyong Kawaguchi
October 6th, 2009, 10:29 PM
the first pic looks ALOT like the beginning of thief 2 (or one of the thief games)

kid908
October 6th, 2009, 10:33 PM
half looks low res and the other half is high res. try blending it together better or choose one (textures). Looks pretty decent for low poly. It could use a little bit more polies, but overall, it seem like a decent equal density scene.

neuro
October 7th, 2009, 01:09 AM
ouch, you need to do alot more work on your diffuse maps, and add some coloured lighting (general rule of games, NEVER use pure white lights,)

your UVs look all over the place, make sure it's all the same density
(apply a checker material, and make sure all the squares are the same size)

your normals are properly baked, but just look really poor and blobby.

have you ever seen programmer-art in engine-demos?, that's kinda what all of this looks like

also, if you're planning on tiling sections like this, you should try to keep them relatively generic, and not have a big stripe going across (like with the fence), because you'll see it tiling like mad. (best make 2 versions of it or use a decal)

=sw=warlord
October 7th, 2009, 02:55 PM
Made the chest peice earlier and for once i've not done a clay model i've done what snaf has been badgering me to do.
Spent most of the day on this and now i can feel the blood in my brain boiling... i thik im gona go lay down.
As per usual C&C are whats wanted and any advice on improvement.
As of yet there are no smoothing groups other than the visor.
http://img16.imageshack.us/img16/961/moarz.png

NuggetWarmer
October 7th, 2009, 05:00 PM
It's just an edited Halo 1 mc model.

The one in the picture is the Halo Wars spartan

=sw=warlord
October 7th, 2009, 05:10 PM
It's just an edited Halo 1 mc model.

The one in the picture is the Halo Wars spartan
Actualy i modeled this by my self using halo 1 refferences for proportion.
I was going to go for the halowars biped but decided to go for the halo 1 as shown in:
http://images1.wikia.nocookie.net/halo/images/6/64/Awakening.jpg

Spartan094
October 7th, 2009, 06:22 PM
http://screenshot.xfire.com/screenshot/natural/5dd6d1eb5ba754ce0e7069f9826e1def63302443.png
Will decrease brightness. I decided to mix the halo 1 hud with it abit. Don't mind that grenade icon. Like?

E: AVPDragon for ODST hud, bleh

BobtheGreatII
October 7th, 2009, 06:30 PM
Actualy i modeled this by my self using halo 1 refferences for proportion.
I was going to go for the halowars biped but decided to go for the halo 1 as shown in:
http://images1.wikia.nocookie.net/halo/images/6/64/Awakening.jpg

I'll be honesty... it's not really looking like the picture. And are you making this for in game or for fun? Because some things (the lights on his helmet) are way over detailed for in game, but for fun, it could use great improvement and higher poly looking. And if I were you, I would smooth as you go, what you're rendering us and showing us looks fugly without smoothing. Please fix.

=sw=warlord
October 7th, 2009, 06:37 PM
I'll be honesty... it's not really looking like the picture. And are you making this for in game or for fun? Because some things (the lights on his helmet) are way over detailed for in game, but for fun, it could use great improvement and higher poly looking. And if I were you, I would smooth as you go, what you're rendering us and showing us looks fugly without smoothing. Please fix.
It started out as a bit of fun, ive never modeled a biped before but i figured making the spartan biped would be a good way to go about it.
I am how ever thinking of trying to import all the thing's ive done into Crysis because im starting to learn how to use its editing kit and im reasonably sure crysis would handle the detail very easily.[the hunter quadriped is 31k polies ffs]
Although the lights look really detailed their actualy not i think it was originaly a 12 sided cylinder and went from there.
What i want to do is get the bulk of the model done and then go into full on detail thereafter and add as much as i can possibly do and fix anything needing fixing.
Which was why i posted here for people to point out to things i may have missed.
2BKbHYPmDfw
Video may still be encoding so the quality should get better soon.

Hunter
October 8th, 2009, 06:22 PM
Good times (http://s58.photobucket.com/albums/g268/martynball/?action=view&current=TLSHuntersVideo.flv)

Horns
October 8th, 2009, 06:34 PM
Now make a hog with a general lee horn. :P

Hunter
October 8th, 2009, 06:47 PM
haha, did that when I first started modding. Just found it on my photobucket Lol.

kenney001
October 8th, 2009, 08:22 PM
http://i148.photobucket.com/albums/s13/kenney001/iroc3.jpg
Ive still got a ways to go. I have to fix all the ugly seams, and add little details, and alot of tweaking but this is my base so far.

Advancebo
October 8th, 2009, 09:27 PM
hot stuff, looks like a monte carlo.

BobtheGreatII
October 8th, 2009, 09:31 PM
Wow, looks really great. Just noticed off the bat that the front bottom lights are jacked up smoothing wise. but other than that, looks good.

kenney001
October 8th, 2009, 09:37 PM
Yeah that front bottom nose is being a real pain with the polyflow and smoothing, and I haven't gotten it just as i like. But thanks!

This was made only from reference photos of my own car, and no orthogonal views or blueprints were used...I am trying to challenge myself here since I haven't touched max since the beginning of summer.

Its a 1990 Camaro Iroc-Z btw

Advancebo
October 8th, 2009, 10:30 PM
Its a 1990 Camaro Iroc-Z btw

Looks somewhat like a Monte Carlo my uncle has.

Horns
October 8th, 2009, 10:42 PM
Looks somewhat like a Monte Carlo my uncle has.

No?

http://i157.photobucket.com/albums/t53/cj429a/85MonteCarloSS_26k_medium.jpg

http://www.camarotech.com/images/CamaroThirdGen-IROC-3quarter_500.jpg

SnaFuBAR
October 8th, 2009, 11:45 PM
http://img42.imageshack.us/img42/7159/glovesd.jpg]
http://img143.imageshack.us/img143/5425/handdetail.jpg

The original low poly hands were made by my friend harry, and were not suitable for high high res mesh, and so i've been editing them to get rid of artifacts, and setting up to make different glove styles. Still need to do the nomex aviator gloves.

kenney001
October 8th, 2009, 11:58 PM
Looks great! Can't wait for these to be used in-game sometime.

However:
1-the area below the thumb has some issues, cant tell from picture.
2-where the fingers start on the hand looks too boxy and undefined-unless this is intentional.
3-those fingernails are not well-defined from the finger, unless that too was to conserve poly count and is to be done with texture.

SnaFuBAR
October 9th, 2009, 12:21 AM
1) the area leading into the wrist, just below the thumb, has not yet been edited
2) no big deal, you won't be looking into the fingers, and the top part is depressed for webbing, so it's not actually boxy
3) the fingernails don't need to be modeled any more than that. any mesh there would be smaller than one pixel and totally useless. fingernails and cuticles can be done more with normal map editing and texture work.

ICEE
October 9th, 2009, 12:36 AM
Nice looking FP arms. What game are they intended for?

SnaFuBAR
October 9th, 2009, 12:44 AM
they're just practice.

MetKiller Joe
October 9th, 2009, 09:48 AM
The only thing that strikes me about them is that the palm region and the wrist/forearm region look flat/somewhat boxy, but when I look at my own hand, they don't seem to be.. weird.

Other than that little optical illusion they seem fine.

ExAm
October 9th, 2009, 02:54 PM
The original low poly hands were made by my friend harry, and were not suitable for high high res mesh, and so i've been editing them to get rid of artifacts, and setting up to make different glove styles. Still need to do the nomex aviator gloves.
You're missing the webs of the fingers.

SnaFuBAR
October 9th, 2009, 03:26 PM
actually i'm not.

ExAm
October 9th, 2009, 04:08 PM
I certainly don't see any. It's either that or they just don't look right.

SnaFuBAR
October 9th, 2009, 05:16 PM
Well, being that the fingers aren't spread out... it's hard to see them, but the mesh has the low spots between the fingers for webbing. It's there, believe me, I edited it in.

Llama Juice
October 9th, 2009, 05:44 PM
http://llamajuice.com/wp-content/uploads/2009/10/MenuMockup.jpg

It's for a menu system in my game. The big empty space on the left in the tubes will have ticker numbers similar to old alarm clocks, the tickers will flap down to show the words for the menu. There's going to be other silly things going on as well on here to keep it interesting as well :P

The big box area on the right will have a big lever on it that will go down when you make your selection.

Advancebo
October 9th, 2009, 05:45 PM
3D geometry menu?

Llama Juice
October 9th, 2009, 05:52 PM
Yup. The HUD was supposed to be 3D too, but they decided to veto that at the end, so I rendered it and made it show up that way, which doesn't really matter all that much for the HUD

http://llamajuice.com/wp-content/uploads/2009/10/HUD_bottomFrame.png

=sw=warlord
October 9th, 2009, 06:38 PM
The mesh seems to have one hell of a carpool tunnel problem where the hand meets the wrists.

Sel
October 9th, 2009, 08:12 PM
So, I rebuild the plasma rifle to get a bit more practice with non organic objects.

http://i93.photobucket.com/albums/l42/selentic/pr.jpg

Disaster
October 9th, 2009, 08:14 PM
All your shapes are so damn blocky.

=sw=warlord
October 9th, 2009, 08:19 PM
Instead of a clay render try 1 omni light and then show us a render, i can't tell shit with that image its one massive blue blob.

Disaster
October 9th, 2009, 08:22 PM
http://www.secondpicture.com/tutorials/3d/three-point_lighting_in_3ds_max_01.html

I generally use 3 point lighting when rendering something.
I also have high specular and semi low gloss

Sel
October 9th, 2009, 08:22 PM
All your shapes are so damn blocky.

The teeth, things, are copied from the main model, and as far as accuracy goes it's relatively close to the game model, and on more than one occasion I stacked the two on top of each other to ensure that the body shapes were accurate.

Disaster
October 9th, 2009, 08:24 PM
The teeth, things, are copied from the main model, and as far as accuracy goes it's relatively close to the game model, and on more than one occasion I stacked the two on top of each other to ensure that the body shapes were accurate.
The games plasma rifle model sucks :saddowns:

Sel
October 9th, 2009, 08:34 PM
Why the fuck is there no option to render edged faces?

Fuck my life.

http://i93.photobucket.com/albums/l42/selentic/pr-1.jpg

Corndogman
October 9th, 2009, 11:49 PM
Duplicate the mesh, add a push modifier of 0.3, and add a material with the wireframe box checked.

Maniac
October 10th, 2009, 12:31 AM
or use a blended material and make one solid and the other wireframe.

Futzy
October 10th, 2009, 06:18 PM
Haven't had a whole lot of time to work on this
http://img527.imageshack.us/img527/9036/penisbreath.jpg

Chainsy
October 10th, 2009, 06:53 PM
You're doing what I used to do. You're putting all this detail into one spot before even getting in the other parts. This makes the image flat and overall not blend well. What you should do is sketch it out, then using arrows deifne the light source. After that, pick out your basic colors, and define a simple light and shadow for everything, using a large brush, this gets the composition and volume right, and you can focus on getting actual depth. Then you start on working it down and down till you have the detail wanted.
Edit- DONT USE FUCKING DODGE YOU FUCKING FAGGOT FFFFFFFFFFFFFFFFFFFFFFFFF GOD I FUCKING HATE YOU!!
No seriously, dodge and burn desaturate (kill the color values) and can really kill a piece. What you can use is color dodge mode in layer properties, but that is to create ambiance and glows for contrast, not the actual lighting and shade.

Higuy
October 10th, 2009, 07:03 PM
actully
i like it alot, because of the detail. keep doing what your doing and finish this piece.
also halo 3? :)

Chainsy
October 10th, 2009, 07:15 PM
No. He applied the details before looking at lighting, composition or specular.

Huh? Dee neg'd me over giving crit lol

Higuy
October 10th, 2009, 07:31 PM
I still think it looks really good

Hunter
October 10th, 2009, 07:49 PM
Me too. Keep doing what you are doing. Chains, your way always gives you blury drawings...

Futzy
October 10th, 2009, 08:28 PM
also halo 3? :)
ye sierra 117
Still working on the big picture. Correct lighting and such will come after I at least draw everything out.

Chainsy
October 10th, 2009, 08:54 PM
Mr.big they are right, I am wrong, your composition is perfect and the feild of depth and lighting are all defined!!! Your specular is correct to the varying materials so it doesn't all look like random brush strokes!!! I do not compare to your skill!!

Futzy
October 10th, 2009, 09:02 PM
Please do not try to start a fight.
I'm not saying it is perfect. I am not trying to be perfect.

Chainsy
October 10th, 2009, 09:07 PM
I don't want to fight. I want you to ignore those kids over there and take my crit. You see, you're approaching it like texturing, and that is about all the experience, maybe not even that, that those guys have. In their perspective, it looks good, but that is a narrow minded, ignorant perspective. I am not calling said people stupid, they have great amounts of skill in other areas, but please dont fuck up this kid when yall have no clue what you are talking about. Now big, as said in the pm, it is up to you, I am done, my opinion and crit was said, take it as you want.

Also big if you have doubts, go to my gallery.

Disaster
October 10th, 2009, 09:15 PM
I don't want to fight. I want you to ignore those kids over there and take my crit. You see, you're approaching it like texturing, and that is about all the experience, maybe not even that, that those guys have. In their perspective, it looks good, but that is a narrow minded, ignorant perspective. I am not calling said people stupid, they have great amounts of skill in other areas, but please dont fuck up this kid when yall have no clue what you are talking about. Now big, as said in the pm, it is up to you, I am done, my opinion and crit was said, take it as you want.

Also big if you have doubts, go to my gallery.
His painting looks better than any painting I've seen from you :allears:

Chainsy
October 10th, 2009, 09:24 PM
Yea, I guess yall are right I will stop giving crit that will make him as bad of an artist as me

Edit- lol disaster you trole

Hunter
October 10th, 2009, 09:25 PM
MrBig, read Chains crit and have a go at implying some of his techniques. His whining is pissing me off.

MyOur comment seems to have fucked up your whole life!! Oh the drama!
Damn...
(According to chains...)

Chainsy
October 10th, 2009, 09:34 PM
I don't even care that you insulted me in that, I am just happy that big might actually take it into consideration what I said and try to improve!!! This actaully brightened my day so much. :neckbeard:

DEElekgolo
October 10th, 2009, 09:39 PM
Mr.Big wants to be just like you when he grows up.

ICEE
October 10th, 2009, 09:44 PM
@ Mr. Big
pointless bickering aside, I have this advice for you:

Work on your field of depth. I am not really the guy to give criticism for this kind of work, so take it in stride, but the illusion of depth is really lacking in this piece. I think this may be because of the balance of detail. Theres a lot of it, and not necessarily where it needs to be. The background seems just as detailed as the foreground, which to my eye is somewhat distracting.

What is the focus? It looks to me like it would be the tree that you haven't finished, but i can't really tell.

I also (and this is really a foremost issue) recommend getting virtually everything in place on a basic level before you start doing the detailing. Helps put things in perspective.

Overall I like your Artistic style. Its better than what I could do.

And a little advice for surviving on modacity...

90% of the people who use this forum are in some kind of feud with someone else here. Almost every single one is against chains in one way or another, and so they frequently do gang up on him. While he often does deserve it, that doesn't mean his criticism is completely null. for the most part, I agree with what he told you in his first post, as he did go through the exact same thing when he started here. Just don't get caught up in the drama and take everything in stride

Cagerrin
October 10th, 2009, 11:28 PM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20091010210504_10m22s.png

Pretty much just wanted to see what I'd end up with if I was modelling a banshee pad similar to this one (http://www.modacity.net/forums/showpost.php?p=471815&postcount=101)

kid908
October 11th, 2009, 12:02 AM
A fifth generation Milkyway Stargate (3rd generation Pegasus gate). The main body isn't done. That's pretty much all that's left. That and the glyphs. I'll have the "chevron wings" done soon. I only get to model on the weekends now =(

I'm also working on a Destiny Stargate, but there isn't much ref at the current time so I decided to make this one instead.

Done:
Chevrons
Chevron lights and the frame for the lights


http://img230.imageshack.us/img230/6886/stargatemilkywayv510100.jpg

SnaFuBAR
October 11th, 2009, 01:37 AM
Chains is actually right on this one, guys. Aside from the layer properties and laying out lighting like he said, and working on your depth of field like ICEE mentioned, you should work background to foreground. The work turns out much better this way.

rossmum
October 11th, 2009, 03:36 AM
Bingo.

Every good painter I've watched started by filling out the major shapes in the background and working down to the details, which is probably why I'm a shithouse painter - I go nuts over the smallest detail and half-arse everything else.

Llama Juice
October 11th, 2009, 02:37 PM
http://www.llamajuice.com/img/MenuWIP2.jpg

few more model tweaks, a little bit more UVing, and then I should be done with it model wise. Hoping to texture it all today.

I'm not exactly sure what I wanna do with the big box on the right yet though :/

Sel
October 11th, 2009, 02:48 PM
am I pro yet guys

http://i93.photobucket.com/albums/l42/selentic/UV.jpg

http://i93.photobucket.com/albums/l42/selentic/Body.jpg

Disaster
October 11th, 2009, 02:51 PM
Your uv is wack. You want to have even pixel density across the whole mesh (meaning having all of hte rectangles the same size) so parts of the mesh are lower resolution than other parts. The texture quality is equal throughout the whole mesh. There is also a fair amount of stretching on some parts of the unwrap.

Llama Juice
October 11th, 2009, 03:03 PM
See all that black space in your layout?

You're using like half your map.

Spartan094
October 11th, 2009, 04:51 PM
http://screenshot.xfire.com/screenshot/natural/3248e45c23937ff144ce41fc946526323e33b28f.png
http://screenshot.xfire.com/screenshot/natural/4f9bcab2aaf948394df3e4c81da859d6d3d676be.png
http://screenshot.xfire.com/screenshot/natural/29449c9bbb78ac45ac72bfda8b1c402f25194f5c.png
This is final unless some people say the shader is bad in some way. I semi used the specular(alpha) map, its kinda worthless when I used it in photoshop but I got it to work.

Hunter
October 11th, 2009, 05:39 PM
am I pro yet guys

*image*
*image*


Nope.

A lot of stretching in it and wasted space.

PlasbianX
October 11th, 2009, 07:28 PM
http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs270.snc1/9723_1258419142846_1300655214_752184_8081231_n.jpg

A very fast painted Abstract piece I did for the hell of it.

Con
October 11th, 2009, 08:45 PM
This is final unless some people say the shader is bad in some way. I semi used the specular(alpha) map, its kinda worthless when I used it in photoshop but I got it to work.
Fix the 3p hand position.

SnaFuBAR
October 11th, 2009, 09:09 PM
my god i hate the halo origins.

kid908
October 11th, 2009, 09:09 PM
http://img101.imageshack.us/img101/2714/stargatemilkywayv510110.jpg

I see the problem. It was quite hard to see in max considering the repeating pattern gives me a headache. I'll fix the curve and make an indent in the hull for it. Fun Fact: there are 360 of those fuckers on the gate if the cheveron areas aren't cut out. :gonk: So many.

Corndogman
October 11th, 2009, 09:30 PM
Assuming this is for rendering purposes only, you could surely use some more sides on the ring to make it look smoother. Its especially noticeable on the inner part of it.

kid908
October 11th, 2009, 09:36 PM
It's a WIP...that pretty much explain the main ring being low poly. I haven't done anything to it at this point so not much of is finish. I also plan on applying turbo smooth and 36 sides is way more than enough.

Huero
October 11th, 2009, 09:42 PM
Too flat. Pretty sure the chevrons are more pronounced than that.

rossmum
October 11th, 2009, 09:59 PM
my god i hate the halo origins.
Same here. I used to use Battery to shift the AR up more like H3, except even further

ICEE
October 11th, 2009, 10:26 PM
my god i hate the halo origins.

I am with you there.

Llama Juice
October 11th, 2009, 11:16 PM
_gPyabIiHgI

Faster? Slower? does it seem not random enough?

This is for my main menu system like I said before. The idea is that the items in the menu will be showing on those tiles and then flip through a bunch of them until it gets to it's actual menu option. When you make that selection the tickers all flip again to the new items again.

MetKiller Joe
October 11th, 2009, 11:25 PM
Needs to be about 2x slower I'd say. Right now, I'm seeing a blur.

Con
October 12th, 2009, 12:07 AM
Reminds me of the Dungeon Siege menu.

MetKiller Joe
October 12th, 2009, 08:33 AM
I'm still taking wacks at this. This is without the diffuse just so I can figure out what it wrong with the normal/sculpt.

http://img196.imageshack.us/img196/2381/render007.jpg

BobtheGreatII
October 12th, 2009, 09:46 AM
Reminds me of something in Fallout... Which can be taken either way. Personally, I thought a lot of the broken up wall textures in Fallout 3... looked kind of meh. So I don't know...

neuro
October 12th, 2009, 10:58 AM
you didn't sculp that, you crazybumped that.
or at least a very bad sculpt
and on top of that, your normal is inverted.

Mass
October 12th, 2009, 11:01 AM
I'm still taking wacks at this. This is without the diffuse just so I can figure out what it wrong with the normal/sculpt.

http://img196.imageshack.us/img196/2381/render007.jpg
looks like crumbled-up paper

MetKiller Joe
October 12th, 2009, 11:38 AM
you didn't sculp that, you crazybumped that.
or at least a very bad sculpt
and on top of that, your normal is inverted.

http://img128.imageshack.us/img128/1594/thingra.jpg

And the sculpt:
http://img79.imageshack.us/img79/2527/thingsculpt.jpg

That's what I'm going for. I did sculpt it, but I used an alpha (inverted so that it would create pockets) thinking it would give better results than what I did last time, but I guess I'll keep working on it.

Heathen
October 12th, 2009, 12:31 PM
Reminds me of something in Fallout... Which can be taken either way. Personally, I thought a lot of the broken up wall textures in Fallout 3... looked kind of meh. So I don't know...

fallout in general looks like poo tbh.

Especially the animations D:

ESPECIALLY the 3rd person anims.

Llama Juice
October 12th, 2009, 02:12 PM
wdkjWLQS9U0

Yup.

I've been working on this some more, still not happy with the texture, but I've spent too much time on the asset already. If I have free time later I'll come back and touch it up.

This is hopefully very close to what the final product will look like in game (with fun background stuff though too of course) As is this is already about 20,000 triangles and I have no idea how it's going to be handled in my game engine haha. Here's to hoping it'll go over well :P

We haven't really tested the engine much yet because it's only about a month old.... soo... yea.

killer9856
October 12th, 2009, 03:24 PM
MetKiller, I think what you should do is just sculpt the rocks so they all face the same direction, instead of having them go in and out, have them all come out.

Llama Juice
October 12th, 2009, 03:51 PM
http://www.llamajuice.com/img/MenuWIP3.jpg

=sw=warlord
October 12th, 2009, 03:56 PM
Latest update on my biped.
If anyone can give some tips on improving my mesh i would it most gratefull, this is the first time i've done a biped and i want to make it the best i can because as they say the first time is the one you remember, well if i can get into a good routine with this biped it should help with others in the future.
yDvB79BvMss

E: what the fuck just happened?

BobtheGreatII
October 12th, 2009, 06:02 PM
Been working on this since yesterday. Nothing too serious, just trying to get back in to the grove of working with 3ds max. Thoughts, comments?

http://img260.imageshack.us/img260/6464/hiresrifletestthree.jpg

What I made on Pimp My Gun:
http://img185.imageshack.us/img185/7958/myweaponj.jpg

SMASH
October 12th, 2009, 06:38 PM
Sick dude. Absolutely sick. I can't find anything to complain about :(.

MetKiller Joe
October 12th, 2009, 06:45 PM
I honestly think that is really good.

killer9856
October 12th, 2009, 07:03 PM
I'm interested in seeing what happens when you ARE in the groove.

Heathen
October 12th, 2009, 07:07 PM
Itsuki, who are you again?

PlasbianX
October 12th, 2009, 07:10 PM
Itsuki, who are you again?

BobtheGreatII

BobtheGreatII
October 12th, 2009, 07:17 PM
BobtheGreatII

This guy's got it.

Heathen
October 12th, 2009, 07:26 PM
Ah, then the skills aren't news.

Horns
October 12th, 2009, 07:27 PM
look cool.

Hunter
October 12th, 2009, 08:08 PM
:O looks awesome. Nice details. I think its time for bed now for me as well Lol, need get this drink out of my system.

rossmum
October 12th, 2009, 08:09 PM
You screwed the SUSAT up, there's a large vertical cylinder down the centre which extends all the way up. Looks pretty nice otherwise.

Some refs -

http://www.helstongunsmiths.com/shop/images/susat3.jpg
http://www.project-x.org.uk/images/picsa80susat1.jpg

e/

SUSAT supremacy~

ExAm
October 12th, 2009, 08:10 PM
Itsuki, who are you again?You should bookmark a post with my sig in it.

BobtheGreatII
October 12th, 2009, 08:20 PM
You screwed the SUSAT up, there's a large vertical cylinder down the centre which extends all the way up. Looks pretty nice otherwise.

Some refs -


e/

SUSAT supremacy~

Thanks. I'll probably go fix it now.

Llama Juice
October 12th, 2009, 09:06 PM
You should bookmark a post with my sig in it.

I usually hit the AIM button, that usually gives it away pretty quick.

ICEE
October 12th, 2009, 10:59 PM
Im liking that gun quite a lot.

ExAm
October 12th, 2009, 11:37 PM
I usually hit the AIM button, that usually gives it away pretty quick.
Unelss their AIM is different from their forum name, and you don't have them on your buddy list.

Heathen
October 12th, 2009, 11:43 PM
You should bookmark a post with my sig in it.

I know, I scrolled around looking for a post of your's on the page, then cba to find one.

paladin
October 13th, 2009, 12:02 AM
A project for my animation 101 class. The figures were hand drawn then touched up in Photoshop.

http://img26.imageshack.us/img26/1759/cartoonspreadcopya.jpg

Heathen
October 13th, 2009, 12:10 AM
Those are fantastic.

Really.

English Mobster
October 13th, 2009, 12:32 AM
It's Disney!

paladin
October 13th, 2009, 01:19 AM
Ypu. seeing how my *Instructor worked at Disney for 14 years. Those are drawings from Animation 1 by Preston Blair. A Must for prospective animators, 2D or 3D.

E: Finish #2 Done finally.

http://img26.imageshack.us/img26/4362/cartoonspread2.jpg

Con
October 13th, 2009, 08:37 AM
Amazing O_O

=sw=warlord
October 13th, 2009, 09:03 AM
Got some more progress i would like some advice on.
Done the arms yesterday and got arround to the abdomen today, any advice or constructive crit is greatly appreciated.
At this point in time it's more of a custom job than staying 100% to the halo 1 biped.http://i33.tinypic.com/vhuj38.png
http://i36.tinypic.com/30jjixk.png

Matooba
October 13th, 2009, 11:17 AM
The head seems a bit boxy. I see you adjusted the arms. Re-triag the part just above the abdomen. On the first render I see some difference in the arm pit area. Its looking good, great start to this model.

legionaire45
October 13th, 2009, 12:58 PM
@Paladin: Those'll look good in one of the display cabinets there :).

@Warlord: Helmet looks really off, especially by the sides where the visor meets the rest of the helmet. The curve of the helmet's side needs to be smooth all the way to that flat part where the visor connects to it - The way you have it is way to blocky and it juts out.

It would also help if you fixed up the shapes around the mouthpiece-thing, especially the triangulated mess you have. Shape that area up some more and it will look a lot better.

See refs for helmet stuff:
http://www.coolbh.com/schnicker/images/Armor/markv.jpg
http://images.wikia.com/halo/images/4/40/Spartan.JPG
http://images3.wikia.nocookie.net/halo/images/1/18/WasohaCloseupV.jpg

=sw=warlord
October 13th, 2009, 03:17 PM
Yeah i've been using the halo 1 model as a refference for the major details and although the mask peice looks like its pushing out alot its not all that far off from the ingame model.
Im curious, which helmet do you think would suit it better? my current helmet or try and make the halo 2 helmet?
Comparison of my model vs bungies.http://i33.tinypic.com/fyh2qp.jpghttp://i35.tinypic.com/a4tyt2.png

mech
October 13th, 2009, 04:39 PM
You need to relax your shoulders.


At the moment they resemble

http://img26.imageshack.us/img26/4310/relaxx.jpg

Futzy
October 13th, 2009, 05:26 PM
just about done with this
http://img67.imageshack.us/img67/9238/88164581.jpg
just need to make a footer and im pretty much done. Codings being done by someone else.

legionaire45
October 13th, 2009, 07:22 PM
just about done with this
http://img67.imageshack.us/img67/9238/88164581.jpg
just need to make a footer and im pretty much done. Codings being done by someone else.
Get rid of the scrollbar down there - let the content take up as much space as it needs. Scrollbars interfere with usability and look fugly anyway.

I'd also go ahead and either widen the content out or fill that space somehow, even if it's just pictures or something. Looks really boring and empty right now.