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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 340 of 371)
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SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Jan 5, 2014 10:51 PM    Msg. 11866 of 12975       
hey... those are about as good as mine!


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 5, 2014 11:14 PM    Msg. 11867 of 12975       
Make the idle animation a loottttt slower. Closer to maybe 60 or 80 frames.
The arm that throws the grenade should probably be in sync with the grenade that gets thrown lol.
Make the movement happen in less frames.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 5, 2014 11:29 PM    Msg. 11868 of 12975       
Quote: --- Original message by: Spartan314
Make the idle animation a loottttt slower. Closer to maybe 60 or 80 frames.
The arm that throws the grenade should probably be in sync with the grenade that gets thrown lol.
Make the movement happen in less frames.

Not sure how to sync the arm and grenade...


If I made the movement happen in less frames, wouldn't it result in shorter animations?
Edited by Dumb AI on Jan 5, 2014 at 11:30 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 5, 2014 11:45 PM    Msg. 11869 of 12975       
idk if jackrabbit posted this yet but here


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 6, 2014 08:18 AM    Msg. 11870 of 12975       
Quote: --- Original message by: savinpvtmike
idk if jackrabbit posted this yet but here
https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/1501491_3634465117575_896084556_o.jpg


Lol

Such sky. Very rocky. Nice floor. wow.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 6, 2014 10:18 AM    Msg. 11871 of 12975       
Quote: --- Original message by: vampire_girl
Those are some truly awful cliffs.

I know i suck at making cliffs.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Jan 6, 2014 11:58 AM    Msg. 11872 of 12975       
The rail gun and FP arms actually look pretty good considering they're in CE.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jan 6, 2014 01:15 PM    Msg. 11873 of 12975       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: Spartan314
Make the idle animation a loottttt slower. Closer to maybe 60 or 80 frames.
The arm that throws the grenade should probably be in sync with the grenade that gets thrown lol.
Make the movement happen in less frames.

Not sure how to sync the arm and grenade...


If I made the movement happen in less frames, wouldn't it result in shorter animations?
Edited by Dumb AI on Jan 5, 2014 at 11:30 PM


Did you follow my tutorials for the animations?

I didn't cover grenade throwing did I?

Oh well, it is kind of a pain in the neck. But basically you need less frames. The arm should blip up to somewhere above your head in 1 frame, than swing forward in a throwing motion in like ~2 frames. Once the arm passes the point where it is ~20 degrees above horizontal you can slow it down (use more frames) to finish the motion and return to origin (because by that point the grenade will look like it has already left your hand).

In my experience grenade throw animations require a lot of trial and error.

Animations in general just require a bit of practice. At first it seems impossible to get them right, but before long they are not so bad.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 6, 2014 05:14 PM    Msg. 11874 of 12975       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: Spartan314
Make the idle animation a loottttt slower. Closer to maybe 60 or 80 frames.
The arm that throws the grenade should probably be in sync with the grenade that gets thrown lol.
Make the movement happen in less frames.

Not sure how to sync the arm and grenade...


If I made the movement happen in less frames, wouldn't it result in shorter animations?
Edited by Dumb AI on Jan 5, 2014 at 11:30 PM

Yeah, and that's what you want. Right now the grenade is thrown before the arm.
If you make the arm move in less frames, then you shorten the time it takes for the arm movement to happen.
When the time taken becomes shorter, the arm and grenade should be closer in sync.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 6, 2014 06:14 PM    Msg. 11875 of 12975       
Quote: --- Original message by: Yoda
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: Spartan314
Make the idle animation a loottttt slower. Closer to maybe 60 or 80 frames.
The arm that throws the grenade should probably be in sync with the grenade that gets thrown lol.
Make the movement happen in less frames.

Not sure how to sync the arm and grenade...


If I made the movement happen in less frames, wouldn't it result in shorter animations?
Edited by Dumb AI on Jan 5, 2014 at 11:30 PM


Did you follow my tutorials for the animations?

I didn't cover grenade throwing did I?

Oh well, it is kind of a pain in the neck. But basically you need less frames. The arm should blip up to somewhere above your head in 1 frame, than swing forward in a throwing motion in like ~2 frames. Once the arm passes the point where it is ~20 degrees above horizontal you can slow it down (use more frames) to finish the motion and return to origin (because by that point the grenade will look like it has already left your hand).

In my experience grenade throw animations require a lot of trial and error.

Animations in general just require a bit of practice. At first it seems impossible to get them right, but before long they are not so bad.

Why, yes, I did!

You also didn't cover first-person moving.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 6, 2014 07:03 PM    Msg. 11876 of 12975       
Quote: --- Original message by: goldkilla88
Quote: --- Original message by: Dumb AI

Oh gawds, this is terrible!

http://youtu.be/avtRbyf6SQs

I think I need lots moar practice.
Edited by Dumb AI on Jan 5, 2014 at 09:32 PM

Okay, i'm going to be completely honest with you, that was something worse then terrible...

Your keyframes are realllly off. I haven't touched Max in terms of animations for a long time, so I can't tell you how to fix it.

Shhhh
You'll hurt the feels.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jan 6, 2014 08:20 PM    Msg. 11877 of 12975       
Quote: --- Original message by: Dumb AI
Why, yes, I did!

You also didn't cover first-person moving.


Actually I did cover first-person moving. it is in part 20 at 6:47.

Here is a link to the exact time in the video that I start talking about moving:
http://www.youtube.com/watch?v=H1uz9F-eqhg&list=PLsYFcdY5bHyKaq_pA2nUJ1qkreXemLsnV#t=407

First person moving is fairly easy if you do it like I show in that video.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 6, 2014 08:20 PM    Msg. 11878 of 12975       
Quote: --- Original message by: goldkilla88
Quote: --- Original message by: Dumb AI

Oh gawds, this is terrible!

http://youtu.be/avtRbyf6SQs

I think I need lots moar practice.
Edited by Dumb AI on Jan 5, 2014 at 09:32 PM

Okay, i'm going to be completely honest with you, that was something worse then terrible...

Your keyframes are realllly off. I haven't touched Max in terms of animations for a long time, so I can't tell you how to fix it.

I doubt that that there's anything worse.

And I would love to see your first animations. I really would like that.

Remember, we all have to start somewhere.
Edited by Dumb AI on Jan 6, 2014 at 08:21 PM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jan 6, 2014 08:35 PM    Msg. 11879 of 12975       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: goldkilla88
Quote: --- Original message by: Dumb AI

Oh gawds, this is terrible!

http://youtu.be/avtRbyf6SQs

I think I need lots moar practice.
Edited by Dumb AI on Jan 5, 2014 at 09:32 PM

Okay, i'm going to be completely honest with you, that was something worse then terrible...

Your keyframes are realllly off. I haven't touched Max in terms of animations for a long time, so I can't tell you how to fix it.

I doubt that that there's anything worse.

And I would love to see your first animations. I really would like that.

Remember, we all have to start somewhere.
Edited by Dumb AI on Jan 6, 2014 at 08:21 PM


People around here tend to be overly critical of stuff. Just ignore them and keep practicing. I know my first animations where absolutely hideous.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jan 8, 2014 12:13 AM    Msg. 11880 of 12975       
Quote: --- Original message by: savinpvtmike
idk if jackrabbit posted this yet but here
https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/1501491_3634465117575_896084556_o.jpg


that yellow is too yellow lol and that worthog(see what I did there?) is too sexy
Edited by rcghalohell on Jan 8, 2014 at 12:13 AM


Dalek
Joined: Aug 12, 2011


Posted: Jan 8, 2014 12:07 PM    Msg. 11881 of 12975       
someone did steapunk design on weapon there ?

i tried to do that with the scatter gun from tf2:



Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 8, 2014 01:10 PM    Msg. 11882 of 12975       
Quote: --- Original message by: Dalek
someone did steapunk design on weapon there ?

i tried to do that with the scatter gun from tf2:

http://fc08.deviantart.net/fs70/f/2014/008/3/b/scatterpunk_by_spartan22550-d71dob4.jpg

That doesn't look half bad. It might be nice to see some of the TF2 weapons in CE.


Dalek
Joined: Aug 12, 2011


Posted: Jan 8, 2014 01:53 PM    Msg. 11883 of 12975       
i think i will try to do tf2 stuff on 3ds max if somone is interested by models for texture and port it on halo send me a message and and i will upload models?
Actually i think i will restart the scatter models because i made it when i was bored and the wire is bad.

Quote: --- Original message by: Mootjuh
http://www.tf2sounds.com/

Port this.


God, french version suck, that's original sound of the game ?
Edited by Dalek on Jan 8, 2014 at 02:00 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 8, 2014 10:11 PM    Msg. 11884 of 12975       
Quote: --- Original message by: goldkilla88
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: goldkilla88
Quote: --- Original message by: Dumb AI
terribleness
Edited by Dumb AI on Jan 5, 2014 at 09:32 PM

unclear joke of some kind

reply
Edited by Dumb AI on Jan 6, 2014 at 08:21 PM

...
Okay then.
You took that a bit too seriously...

Why wouldn't I?
Edited by Dumb AI on Jan 8, 2014 at 10:11 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 9, 2014 08:30 PM    Msg. 11885 of 12975       
Quote: --- Original message by: goldkilla88
I said I was going to be honest. I wouldn't sugar coat it for a person I know on this site.

There is at least one other way you could have presented your critique, just sayin'


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 10, 2014 08:57 AM    Msg. 11886 of 12975       



I've finished unwrapping the body of my "DMR", can anybody give me advices or tuts about scaling and preparing the unwrapped parts on the texture ? and to give me comments about the UVs


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Jan 10, 2014 03:46 PM    Msg. 11887 of 12975       
Isn't the DMR bullpup? Or is canon not applying here?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jan 10, 2014 07:13 PM    Msg. 11888 of 12975       
Quote: --- Original message by: xnx
Isn't the DMR bullpup? Or is canon not applying here?


It is, but I believe there are some concepts of the Halo 4/Reach weapons that aren't bullpup. I think it looks pretty cool!

Edited by YakZSmelk on Jan 10, 2014 at 07:14 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 10, 2014 08:04 PM    Msg. 11889 of 12975       
Quote: --- Original message by: xnx
Isn't the DMR bullpup? Or is canon not applying here?

well im making this

concept version


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 10, 2014 11:36 PM    Msg. 11890 of 12975       
Quote: --- Original message by: bourrin33
https://lh6.googleusercontent.com/-beNjAECwMKo/Us_7WKpWjZI/AAAAAAAABes/TyhIst55thk/s1280/render%2520checker.png
https://lh5.googleusercontent.com/-37YuOdDuFBU/Us_7dl_HCSI/AAAAAAAABe0/nvCydppWyq0/s720/texture%2520beta.jpg

I've finished unwrapping the body of my "DMR", can anybody give me advices or tuts about scaling and preparing the unwrapped parts on the texture ? and to give me comments about the UVs


looks great! I'd encourage you to think about enlarging the the bigger parts (grip) and scaling down the smaller parts such as the rail part though.

Spacing between the parts could be tightened though which would give you more texture space. Although its causes hard to paint textures, it looks more professional.

This is a professional back as an example of what I mean:



But as you said you still gotta pack the other UVW's into one map.
Edited by Cheddars on Jan 10, 2014 at 11:38 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 11, 2014 08:56 AM    Msg. 11891 of 12975       
Thanks, mootjuh , you are forcing me to do a highpoly then, I thought I wouldn't have to do this task, but it seems to be the best option to add the details it lacks without needing badass texturing skills...

I changed the uv's to have a more uniform scale and tried to do some paint and scratches, and note they are not final and all not correctly placed, but the results makes me more confident for the future. I'm also afraid of putting black lines usually but I realize all textures sues black lines for detailling so I will try to do this.
LET THERE BE THE FIGHT FOR HIGHPOLY !

some pics of the current wip and uv's :



and here is the highest res pic of the reach BR concept I could find :

Good luck on making it !

edit : Moot, could you give me advices about making the "bakable" highpoly from the lowpoly ? using push modifier gives ugly results...
Edited by bourrin33 on Jan 11, 2014 at 09:08 AM


benjimod
Joined: Sep 29, 2009


Posted: Jan 11, 2014 12:41 PM    Msg. 11892 of 12975       
beautiful


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 11, 2014 06:43 PM    Msg. 11893 of 12975       
Why make a high poly from your unwrapped low poly when you can use NDO2. Yes, having a high poly to bake your objects is better than a normal map filter, but from seeing what you want to do, it will be much simpler and give cleaner results.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 11, 2014 07:15 PM    Msg. 11894 of 12975       
I'd like to make a highpoly to get those details with ambient occlusion that I don't have the skills in texturing to make, a lot more details and such.
I'm not a texturer at all and I fail at adding the big details I want to put


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 12, 2014 01:14 AM    Msg. 11895 of 12975       
Quote: --- Original message by: savinpvtmike
Quote: --- Original message by: xnx
Isn't the DMR bullpup? Or is canon not applying here?

well im making this
http://i1048.photobucket.com/albums/s376/savinprivtemike/M55C_BR.png
concept version
http://i1048.photobucket.com/albums/s376/savinprivtemike/reachbr.jpg

is it a modded reach dmr model? or a custom model 100%? either way youve hurt me as ive tryed making this my whole modelling career. now theres no point ;(
lol jk
Edited by MEGASEAN2812 on Jan 12, 2014 at 01:14 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 12, 2014 01:38 PM    Msg. 11896 of 12975       
i am making the model from scratch if i just make the carrying handle it will be stupid. that model is just a concept.

UPDATE= i have the receiver dun

Edited by savinpvtmike on Jan 13, 2014 at 10:29 AM


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jan 13, 2014 04:15 PM    Msg. 11897 of 12975       
Quote: --- Original message by: bourrin33
I'd like to make a highpoly to get those details with ambient occlusion that I don't have the skills in texturing to make, a lot more details and such.
I'm not a texturer at all and I fail at adding the big details I want to put


To get an AO from your Normal, you can always grab the Blue Channel and multiply it over your diffuse. You'll want to also create an AO from the lowpoly so that your AO matches better.

That's if you just use nDo.

Now for baking why are you trying to use the push modifier?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jan 13, 2014 04:15 PM    Msg. 11898 of 12975       
Double Post.
Edited by YakZSmelk on Jan 13, 2014 at 04:16 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 13, 2014 04:28 PM    Msg. 11899 of 12975       
Yeah, I agree with Yak.

I was going to mention the blue channel too as well as the xnormal normal map to ambient occlusion. If you have a clean blue channel, you'll get a clean conversion.

I just think it would be a lot easier (and logical) now that you created your low poly to use a normal map filter like quite a lot of game companies do.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 13, 2014 04:56 PM    Msg. 11900 of 12975       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: bourrin33
I'd like to make a highpoly to get those details with ambient occlusion that I don't have the skills in texturing to make, a lot more details and such.
I'm not a texturer at all and I fail at adding the big details I want to put


To get an AO from your Normal, you can always grab the Blue Channel and multiply it over your diffuse. You'll want to also create an AO from the lowpoly so that your AO matches better.

That's if you just use nDo.

Now for baking why are you trying to use the push modifier?

Doesnt the model needs to be right over the surface of the baking reciever ?

 
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