
flameomega
Joined: Jul 19, 2010
My animation portfolio http://farzad.csprance.com/
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Posted: Oct 23, 2012 04:59 PM
Msg. 10886 of 12975
Quote: --- Original message by: master noobQuote: --- Original message by: flameomega SO MUCH WANT. are you good at texturing? I'm not :P http://i.imgur.com/dBi2h.jpg nearly done, just need to add some minor details and touch up a few areas, then deleting half the mesh for first person model and reducing poly count for third person model. complaints, criticisms, suggestions? edit: asgdfhsk forgot to increase contrast of inset pieces, now it blends D: Edited by master noob on Oct 22, 2012 at 10:58 PM Sadly I can only animate.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 23, 2012 09:34 PM
Msg. 10887 of 12975
Even more sadly,I can only make shaders.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Oct 23, 2012 11:56 PM
Msg. 10888 of 12975
nearly finished :O  edit: aw, the image is too small to notice the marathon logo I slipped in :( Edited by master noob on Oct 24, 2012 at 01:00 AM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 24, 2012 12:43 AM
Msg. 10889 of 12975
Wow dude! All I have to say is THAT looks amazing! Granted i see you still have a little more metal to texture, but these updates on this just keep getting better and better!
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RecycleBin1337
Joined: Oct 24, 2012
♥
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Posted: Oct 24, 2012 02:13 AM
Msg. 10890 of 12975
That looks really good. Keep it up!
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Oct 25, 2012 12:26 AM
Msg. 10891 of 12975
finalis tactu es :O still needs a heat meter, but meh sorry about the anti aliasing, but 3ds max decided to be a butt about cubemaps and scanline.
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ELVEVERX
Joined: Oct 5, 2012
For the great journey
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Posted: Oct 25, 2012 05:18 AM
Msg. 10892 of 12975
Quote: --- Original message by: 032 Mendicant BiasQuote: --- Original message by: ELVEVERXHave fun animating  or should i say good luck... Animations are already done. wait so when you equip it the parts hover out and assemble? and if so can i see a video of that happening?
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 25, 2012 08:03 AM
Msg. 10893 of 12975
Quote: --- Original message by: master noobfinalis tactu es :O http://i.imgur.com/YptNA.jpg still needs a heat meter, but meh sorry about the anti aliasing, but 3ds max decided to be a butt about cubemaps and scanline. Thats such a badass gun... I can animate if you want, and I have some ideas of original plasma weapon to submit if you're interested (send me a PM) What softeware did you use beside 3ds max ?
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Shockwave
Joined: Apr 7, 2010
Animator / Modeler / VFX
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Posted: Oct 26, 2012 06:52 PM
Msg. 10894 of 12975
Personally I don't like the texture for the cylinder on the middle of the gun (rotator ?). For me this texture is ore appropriate for Forerunner's buildings and structures.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 27, 2012 11:09 AM
Msg. 10895 of 12975
The Spartan must be wounded.I don't think anyone would normally aim that way unless they're hurt or something.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Oct 27, 2012 10:00 PM
Msg. 10896 of 12975
...Um. Not trying to hurt your feelings, but that's really bad. I used to be really bad at origins too. Heck, I probably still am. But compare your origin with plasma pistols from other games, and see what needs rotating and moving around. Huge img so I'm gonna url it. http://images.wikia.com/halo/images/c/c9/Halo4PlasmaPistol.png
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GAIGHER
Joined: Nov 5, 2008
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Posted: Oct 28, 2012 04:22 AM
Msg. 10897 of 12975
In halo 
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Oct 28, 2012 05:39 AM
Msg. 10898 of 12975
Looks like it's made out of rock, go for a more glossy look
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 28, 2012 10:57 AM
Msg. 10899 of 12975
I think it should be more clean and metallic.Maybe a bit more glossy and shiny. It looks a bit too old.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Oct 28, 2012 12:05 PM
Msg. 10900 of 12975
Too much empty and unused space.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Oct 28, 2012 01:06 PM
Msg. 10901 of 12975
mastur cheef, mind sending that model my way? i'll unwrap and texture it ;) as long as there is a reference image >.>
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 29, 2012 10:29 AM
Msg. 10902 of 12975
Quote: --- Original message by: mastur cheefRetried uvs, hope it's good this time. Ignore the upper part, that part should be black anyway. http://i48.tinypic.com/15wj4ev.jpg Ewwww, stretched !!!! The old ones were better. You need to make the amount of pixels per surface homogenic on the whole model, and you can visualize this by selecting the checker pattern as material when unwrapping, or using a checker material
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 29, 2012 11:53 AM
Msg. 10903 of 12975
For the love of God people, grunge and worn edges are so 2000. Grunge should never be used unless something literally should be dirty. Use a grunge map for breakup sure, but it really should have like a 5-10 percent opacity on the grunge layer at maximum.
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OHunterO
Joined: May 24, 2012
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Posted: Oct 29, 2012 02:18 PM
Msg. 10904 of 12975
Quote: --- Original message by: mastur cheefRetried uvs, hope it's good this time. Ignore the upper part, that part should be black anyway. http://i48.tinypic.com/15wj4ev.jpg That is terrible, watch some tutorials first.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Oct 29, 2012 07:35 PM
Msg. 10905 of 12975
Quote: --- Original message by: mastur cheef It would be somewhat usefull to say what's exactly terrible about it, I've seen tutorials about uving and just did what I thought was right. So what exactly is wrong with it? you can use the UVs I sent you as an example; I set every piece apart using large UVs for objects with more detail (blade) and smaller UVs for things with less detail (tip and end of handle). also, the UV of the blade was shortened from the curved part to the tip since everything between those two points are a straight line, thus not requiring as much space. also, since the blade is modeled after something that is cel shaded (no detail or specular) you can make tiny UVs exclusive to color, ie seperating all blue parts from grey parts and making a 2x2 or 1x2 texture featuring a pixel or so of each color. also, using the relax tool will help sort out overlapping UV coordinates. essentially, arrange everything outside the box first, insert the larger and more detailed things first, then arrange things by detail so the least detailed pieces are the smallest. also, apologies for messing with the model; working with so many polys is beyond my expertise, and optimizing was on the mind 
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OHunterO
Joined: May 24, 2012
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Posted: Oct 30, 2012 09:19 AM
Msg. 10906 of 12975
If you watched decent tutorials you would know it sucks ass... for one, you have UV islands that are tiny and not scaled to take up all the space that is available around them.
You have also shrunk the blade which is going to cause major stretching of any textures. The blade isn't going to have much detail, so it doesn't need loads of UV space, but you could split the blade in half so it has more pixel density...
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OHunterO
Joined: May 24, 2012
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Posted: Oct 30, 2012 10:58 AM
Msg. 10907 of 12975
Quote: --- Original message by: mastur cheef The blade could be split in half, yes, but wouldn't it still lack detail length-wise? No...
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OHunterO
Joined: May 24, 2012
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Posted: Oct 30, 2012 12:07 PM
Msg. 10908 of 12975
Where is the other part of the blade? And have you Relaxed all the parts so they are the correct size on the UV Template? Apply the checkered map and make sure they are square. Render it with the checkered texture so i can see.
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OHunterO
Joined: May 24, 2012
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Posted: Oct 30, 2012 12:56 PM
Msg. 10909 of 12975
omg... you still put the other half on the UV map... if you cut it in half it's shorter, put both pieces side by side and you can enlarge them so there is more pixel density.
And the checkered pattern should be square, the checkered pattern on your blade is not square...
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 30, 2012 04:32 PM
Msg. 10910 of 12975
You're wasting a lot of space, and the blade really needs to be represented a lot more than it currently is.
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Disaster
Joined: Dec 16, 2007
ROCKS
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Posted: Oct 30, 2012 04:54 PM
Msg. 10911 of 12975
You need to make the larger pieces take up more space in the UV map. Essentially, the "checkered" pattern needs to be equal in size across the model.
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OHunterO
Joined: May 24, 2012
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Posted: Oct 30, 2012 05:29 PM
Msg. 10912 of 12975
I see stretching on the handle, each face on that handle should be the same size, whereas on the UV map they get thinner on the edges.
The blade can still be chopped in half and made bigger, there is more room to use.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 31, 2012 05:24 AM
Msg. 10913 of 12975
No like, because the handle is a cylinder, each face is taking up less and less space on the horizontal plane, so the way you have it laid out, the faces on the edges of the cylinder are getting almost no pixels, while the ones in the center are getting more. To compensate for that, you should make the faces on the edge of the cylinder larger horizontally. I hope that makes sense.
when i say "horizontally" i mean like, since you have the handle sideways, take the verts of the polies on the top and bottom edges of the handle and scale them vertically away from the handle. Edited by UnevenElefant5 on Oct 31, 2012 at 05:27 AM
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OHunterO
Joined: May 24, 2012
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Posted: Oct 31, 2012 02:43 PM
Msg. 10914 of 12975
Look at the handle, is the checkered pattern square? No.
You need to either relax it more, or manually resize it so that they are square.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Nov 1, 2012 12:24 AM
Msg. 10915 of 12975
laziest heat gauge texture ever 
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CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Nov 1, 2012 12:57 AM
Msg. 10916 of 12975
looks like a scope for a plasma grenade launcher. why not try the repeater's heat gauge?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 1, 2012 10:24 AM
Msg. 10917 of 12975
I think it's fine.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Nov 1, 2012 07:28 PM
Msg. 10918 of 12975
Quote: --- Original message by: CorpseManTS looks like a scope for a plasma grenade launcher. why not try the repeater's heat gauge? mh. had to hand make this texture since there is no ripped repeater textures 
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 4, 2012 12:33 AM
Msg. 10919 of 12975
Looks legit.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Nov 4, 2012 02:38 AM
Msg. 10920 of 12975
Quote: --- Original message by: master noob since there is no ripped repeater textures You could've just grabbed Adjutant and ripped it yourself... Laziness.... *sigh*
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