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[Gallery] DEEhunter's Light arrays
ABSORB THESE WITH YOUR LOOKING SPHERES!
(Highlights of my work)
http://fc81.deviantart.com/fs33/f/20...DEElekgolo.png
http://fc81.deviantart.com/fs39/f/20...DEElekgolo.png


Project relinquish stuff



Other stuffs










Ugly....
I would post more but I would have to look deeper in my models folder.
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Re: [Gallery] DEEhunter's Light arrays
My favorites are the airplanes. There are a lot of simple things in those renders (like what I am assuming is a cafe scene with Master Chief) that could be more complex which would greatly add to the detail of the piece.
Still there are many things with each of these models you could improve a lot on. This is all good practice work.
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Good stuff.
Please fix that bitch....
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That map is fracture. Sadly, The lightmap UVs that halo CE generated for them screwed up the awesome lightmaps we were going to give it. So now it just has halo CE made lightmaps.
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"screwed up the lightmaps"?
were you using aether to inject new lightmaps after running lightmaps in halo ce to generate uv's?
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You have to use halo CE's generated Lightmaps always. Even when making the high res lightmaps. I got the lightmaps in fine. And most things looked perfect. But there were huge random streaks of black from the crappy UVs. I even tried making the background of the UV white and it turns out it was getting the black from the shadows of objects. It would be nice to have Custom UVs for the lightmaps to stop this limitation.
Also here is something to expect in halo CE as part of project relinquish.
http://i44.tinypic.com/sdiq9d.gif
Dont expect it to be as awesome when it in in Halo CE. Each and every few vertice is rigged to a bone. And this is only about a 30 world Unit quare. Ill find a way to optimise it for halo and still have a good amount of awesome.
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Im pretty sure it is. Water like that in CE would be awesome.
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What I would love to see that as is cloth, many people only pay attention to awesome models plus textures and forget visual things such as good steam, lightning and other things to create a specific mood, for example, imagine a abandoned military base with old wires hanging about and torn clothes with that applied silently blowing in the wind off those wires, do it correctly and you have a pretty eerie site.
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Re: [Gallery] DEEhunter's Light arrays
Use the flag tag and make a bunch of unusable weapons.
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Halo can only take 36 different nodes with 2 weights each, so plan wisely. If you get it ingame, i'd love to see.
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Cool stuff. The top looks crunched, though.
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Its a good start, leave him alone :P
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
Malloy
looks better optimised
^
Now paint a diffuse for more textruing practice.
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Your diffuse textures are really bland. Just seems like a few colors that were placed on a uvw. You need to add those details that will make the mesh stand out.
http://features.cgsociety.org/story_...id=4678&page=1
This should help you out a bit.
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Your materials just seem to blend together. That would be a problem with the model. You need to find a way to make the seat stand out above the metal because right now just looks like recolored metal.
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Spice up the red part a bit, add creases to where it attaches to metal, maybe add buttons to show that it is comfy and actually is clothe padding.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
Wave of Lag
Halo can only take 36 different nodes with 2 weights each, so plan wisely. If you get it ingame, i'd love to see.
Really? I swear I've been able to compile a model with 41 bones before.
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Re: [Gallery] DEEhunter's Light arrays
Urgh, your diffuse textures suck man. Stop slapping on one colour.
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In after Dano.
Here is a little something I whipped up.
http://img174.imageshack.us/img174/6986/helmetws5.jpg
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Thats hideous.
Why would I wanna wear a lavalamp?
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I kinda dig the rounded robotic look to that.
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I like plane most it looks best out of all, chair is hideous, and that helmet idk?
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FFS. Indents in visor ftl.
the previous one was better.
should be called the Pikiman Helm
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Hunter, do you ever spend more than a few days on any project?
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Eh. You got me dead confused then Timo, you can't call him Hunter, I am Hunter :) He is Dee or Deehunter, stealing my name :(
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We call him DEElekgolo now.
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I am Dee Hunter and you are Dee prey :haw:
Anyways...
That helmet belongs in Walle, not halo.
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Why is the shirt clipping his chest?
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Finished hand-optimizing it.
5,976 Polies
5,966 Verts
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Some nice poly workflow there. Your going to add more detail right?
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Ill be texturing later. I worked all day on that today. Need a good break. Also when I was making that. I was using this dvd. I scimmed across it and noted the important stuff. And then started modeling on my own. The secret to the beautiful topology and poly flow is polyboost.
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you n' your fuckin rips. LAWL
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
THOSE FUCKERS PISSED ME OFF. Really good render though.
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Quote:
Originally Posted by
DEEhunter
badass
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Re: [Gallery] DEEhunter's Light arrays
heh the helmet that nobody liked I thought was pretty cool after you added the lights to it and it did remind me of pikman haha doesnt mean its not cool looking.
You need to remember alot of people here really often don't know what they're talking about (not talking about any one in particular), or will only give you praise when they see stuff they like, and what people like on this forum isn't exactly what everyone else might like too.
Basically if it doesnt look haloish... expect to recieve more criticism.
Also the soldier with the vest is win, altho where it goes from vest to skin im assuming might need more definition, im not sure though.
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is that supposed to be some sort of optical illusion?
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Haha, you can see it both ways.
I think he is showing how the particle animation looks? :o
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Actually. It is spinning in only 1 way.
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Yeah, and the depth kinda kills any possibility of the contrary.
Looks good, by the way.
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Noice. Looks just like the one from Sandbox.
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Except Sandbox has areas of the Ark on it :V
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Except that this isn't sandbox.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
Except that this isn't sandbox.
Except the sky is still awesome :V
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Except Sandbox blows ass for our patience.
Nice Sky.
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That skin is boring, and it will not look any good in halo, give it more veins and slime and overall texture.
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Add more detail to your sculpt. At the moment it's not right to call it one.
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your sculpts are severely lacking depth.
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if this is halo 1 it don't need a high poly unless you plan on making that bsp...
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I make normal maps for all my assets. I dont plan on sticking with halo 1 forever.
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I don't know why you're bothering with making normal maps and sculpting in zbrush or mudbox or whatever. You're wasting your time. Your high res meshes are terrible. Everything you've done in zbrush/mudbox has amounted to surface scratching.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
Actually. It is spinning in only 1 way.
not to the eye.
you ever seen that dancing ballerna silloutte. if you picture the particles at the base of the star in front of the star then it appears to move clock wise.
if you picture it behind it appears to move Anti-clockwise.
it was anti-clockwise first time i saw it, and now all i see is clockwise.
Coo.
Quote:
Originally Posted by
AdmiralBacon
Yeah, and the depth kinda kills any possibility of the contrary.
What do you use to gauge the depth of something?
the fact that things further away look smaller?
the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane :eng101:
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It looks like you added that window glass filter, and erased a couple of lines.
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You should also either give us a wireframe, or tell us how many tris or polies are in the low poly model if you want to do this properly.
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I supplied wireframe. Polycount is 1,152 polies 578 verts.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
ßðÐŻÍ££å
What do you use to gauge the depth of something?
the fact that things further away look smaller?
the dots that give it "depth" have no discernible difference in size, therefore they dont give it depth, but merely a 3d plane :eng101:
For one, there appears to be a slight angle to the render. It's clear that it is rotating around from right to the front to the left. Also, the particles in front kill it. And yes, I do see depth, and I'll only accept that I'm crazy if DEEHunter says it's an orthoraphic projection.
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Hey Dee, let me have a crack at that skin. Just for practice.
pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeee
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what exactly is it suppose to be?
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where'd you get the texture and what the hell is that supposed to be?
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
You still don't get how halo skies are done do you?
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Re: [Gallery] DEEhunter's Light arrays
JERRY! JERRY! JERRY!.
A little constructive critisism would of been nice Masterz.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
Malloy
JERRY! JERRY! JERRY!.
A little constructive critisism would of been nice Masterz.
It's been given to him in the past, obviously he didn't take it into consideration the first time.
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Yeh I guess so, sorta makes Masterz post not worth being there then.
Just let Dee get upto his own devices and enjoy the 'luls'
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I'm trying to help him, if he would go back and read what more experienced people have said, the sky would probably be amazing.
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Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
Preview of a sky for a map.
Then why did you specifically say it was a sky for a map, and not a cubemap wip?
And I repeat myself:
Quote:
Originally Posted by
SnaFuBAR
where'd you get the texture and what the hell is that supposed to be?
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
SnaFuBAR
where'd you get the texture and what the hell is that supposed to be?
.
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Re: [Gallery] DEEhunter's Light arrays
PS: tri count matters, not poly count, hth
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Its supposed to be a pillar used in sewage systems and flood gates. Also its 369 tris.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
I didnt say that, did i?
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
SnaFuBAR
PS: tri count matters, not poly count, hth
You'll notice looking at the image, that everything is in quads. So if you really wanna know how many tri's there are, I would think you could figure it out for yourself.
Also, Masterz: He only said that it was a preview of the sky, he never said it was the actual bitmap he was using for the sky. It could very well be just a screen shot of a section of it, or a piece of the cubemap or something.
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Re: [Gallery] DEEhunter's Light arrays
It was a preview render for presentation.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
Corndogman
You'll notice looking at the image, that everything is in quads. So if you really wanna know how many tri's there are, I would think you could figure it out for yourself.
If there are stray verts, it will make your assumption inaccurate. Use your head.
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Re: [Gallery] DEEhunter's Light arrays
Quote:
Originally Posted by
DEEhunter
Go back and read that more experienced people said? I just posted it an advancebo said that it looks like its from sandbox. Then we just moved on to the flood calcium deposit I made. There was no crit made to that in the past. That sky was originally for a ambient cubemap pack I was planning on making.
No offense to advancebo, and not to toot my own horn, but he's not nearly as experienced as people like me and Choking Victim. It doesn't matter what your sky looks like, it matters if you're doing it right. You're skies are so crude, and goes against the established norm.