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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Weapons - Works in Process thread [WIP]

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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 35 of 371)
Moderators: Dennis

Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 15, 2009 05:08 PM    Msg. 1191 of 12975       
Quote: --- Original message by: Donut


yeah so i was playing brute force last night and got inspired. yes, i know its missing the long barrel
edit: right click, view image
54k warning: the image is 2048 x 1536
Edited by Donut on Mar 15, 2009 at 03:55 PM


Your handle is D:::::::::::::::::::::::::::::::::::::::::::::::::


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Mar 15, 2009 05:16 PM    Msg. 1192 of 12975       
Quote: --- Original message by: Se7en

hey wat do you guys think of my gun model thats being made?



http://s525.photobucket.com/albums/cc332/seven81493_2008/?action=view¤t=Untitled.png
Edited by Se7en on Mar 15, 2009 at 04:45 PM


EPIC WIN


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 15, 2009 05:38 PM    Msg. 1193 of 12975       
you sir, win 100 internets.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 15, 2009 06:00 PM    Msg. 1194 of 12975       
That my sir is better than bungies stuff. You get a cookie :)


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Mar 15, 2009 06:36 PM    Msg. 1195 of 12975       
Quote: --- Original message by: Se7en

hey wat do you guys think of my gun model thats being made?



http://s525.photobucket.com/albums/cc332/seven81493_2008/?action=view¤t=Untitled.png
Edited by Se7en on Mar 15, 2009 at 04:45 PM

so was that an attempt to make fun of me?

Quote: --- Original message by: Gh0st_Elit3
Your handle is D:::::::::::::::::::::::::::::::::::::::::::::::::

you wouldnt happen to have any tips on how to FIX that, would you?


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 15, 2009 06:56 PM    Msg. 1196 of 12975       


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Mar 15, 2009 08:16 PM    Msg. 1197 of 12975       
Quote: --- Original message by: Gh0st_Elit3
Make the handle more round like this maybe?

can i get a wireframe of that? the front of the handle isnt just a flat box either. it does have some sides


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 15, 2009 10:29 PM    Msg. 1198 of 12975       
Yes, you may.



Of course you are a very low poly person as you stated to me on xfire, so you may want to bring down the poly of that kind of handle. :)


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Mar 25, 2009 10:57 PM    Msg. 1199 of 12975       
wait so, you fire, and the rockets fall from the sky? thats awesome.
in the projectile tag for the rocket that falls, make it so instead of sticking to materials like dirt and metal, they blow up on contact. because what it seems like to me is that you have those rockets on a timer and ignore collisions


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Mar 26, 2009 09:00 PM    Msg. 1200 of 12975       
lol, from wat i know(not much lol), i think he means the tag not the model, i think the tag is like the commands and stuff that tell the projectiles what to do on occasions. in this incident the rockets are on timers(like a plasma grenade), i think u have to set that to a super low number, or make it explode on contact. of course i might completely wrong lol.

also besides it pwning, mye make the blast radius a bit larger? (same amount of rockets thou???)

dont all jump me if im wrong on teh tag thingy lol


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Mar 27, 2009 01:11 AM    Msg. 1201 of 12975       
Quote: --- Original message by: Geared
lol, from wat i know(not much lol), i think he means the tag not the model, i think the tag is like the commands and stuff that tell the projectiles what to do on occasions. in this incident the rockets are on timers(like a plasma grenade), i think u have to set that to a super low number, or make it explode on contact. of course i might completely wrong lol.

also besides it pwning, mye make the blast radius a bit larger? (same amount of rockets thou???)

dont all jump me if im wrong on teh tag thingy lol

dont do this
other than that you pretty much nailed it.
i really like this new guy


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 27, 2009 01:18 AM    Msg. 1202 of 12975       
Quote: --- Original message by: Silent STRKR
http://www.youtube.com/watch?v=i2ruEg67Qbw

A cluster bomb project I am working on.

Dayum. That's really nice. Do you have xfire? I want to make my Rods of God more like that.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Mar 28, 2009 01:02 PM    Msg. 1203 of 12975       
lol, here is something i made, but compared to ohunter's, mines is total crap, its less then 1k poly, if u wanna use it(anyone) and stuff go ahead lol...jus gimem some credit somewhere :P



Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Mar 28, 2009 03:20 PM    Msg. 1204 of 12975       
oh its liek a targeting canoon or something lol, for his areial attacking thing. if anyone wants it go ahead and have it :P


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Mar 28, 2009 05:00 PM    Msg. 1205 of 12975       
Please do not quote posts with multiple images, especially if you are just going to leave a few word post. It really clutters up the thread and its annoying, remove the image tags if you are going to quote the post.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 28, 2009 05:43 PM    Msg. 1206 of 12975       

*post deleted by admin for rules violation
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

profanity.
Edited by Dennis on Mar 28, 2009 at 09:03 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 29, 2009 04:23 PM    Msg. 1207 of 12975       
Your poly distribution sucks.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 29, 2009 04:57 PM    Msg. 1208 of 12975       
Alright, Poly distribution is where the polygons are spread out equally. Like in your model, some places have many more polygons that others. Try to maintain the balance, and that balance is called the poly distribution.

E/ to start off, remove all the bevels on the handle. those are gross. Secondly, the green part. That is way too high poly. Not to mention the intrudes you have there. Those are completely unnecessary.
Edited by Newbkilla on Mar 29, 2009 at 05:00 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 29, 2009 05:32 PM    Msg. 1209 of 12975       
Quote: --- Original message by: OHunterO
SO EXPLAIN TO ME WHAT IT IS LIKE I ASKED IN MY FIRST POST!

I dont really give a flying crap about the tech side of modelling, all that matters is if it looks good.

From what I know poly distribute is having a simular amount of polygons on every part of a model. So.. basicly that means I should add random crap to parts of the model which shouldnt even be bloody there because it is less detailed than the rest. STFU!

OMG, I wish I could swear...

RRRRRRRRRRAAAAAAAGGGGGGGGGGEEEEEEEEE
Or that you should take away some polys, so the model look balanced. :)


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 29, 2009 06:36 PM    Msg. 1210 of 12975       
Quote: --- Original message by: OHunterO
Why the hell does it matter how detailed parts are... F*ck that crap, some parts need to be detailed, others dont. Thats like adding random detail to a flat surface like a floor because the rest of the model has windows or something...

if you really don't care then just make the entire thing low poly, or the entire thing high poly right now your just being lazy.


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Mar 29, 2009 06:41 PM    Msg. 1211 of 12975       
Quote: --- Original message by: OHunterO
Why the hell does it matter how detailed parts are... F*ck that crap, some parts need to be detailed, others dont. Thats like adding random detail to a flat surface like a floor because the rest of the model has windows or something...


You contradicted yourself. Theres tris where they don't need to beo n your model :S

The stock extender has useless detail on it.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 29, 2009 06:56 PM    Msg. 1212 of 12975       
Quote: --- Original message by: dark dolphin rider
People shut up let him do what he feels like doing.

If we let people do what they felt like doing, there would be thousands of bloodgulch mods!
owai


DEEhunter
Joined: Dec 16, 2006


Posted: Mar 29, 2009 08:12 PM    Msg. 1213 of 12975       
To all of you. Its not called poly distribution. It is called:
TOPOLOGY
Something Hunter needs to understand.
Example of bad topology.

Example of good topology.

Get it? Got it? Good.
Edited by DEEhunter on Mar 29, 2009 at 08:12 PM


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Mar 29, 2009 08:14 PM    Msg. 1214 of 12975       
^^^^^^^^^^^^^^^^^^^^^^^^^^

People please read and understand that post. PLEASE
Seems like nobody arround here understands that. They leave ngons and have terrible topology because of ending loops.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 29, 2009 08:28 PM    Msg. 1215 of 12975       
It can be referred to as poly distribution, and often is.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 29, 2009 08:33 PM    Msg. 1216 of 12975       
Always model in quads. It has the best smoothing. If the surface is flat, then it's okay to use polygons with sides larger than 4.


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Mar 29, 2009 08:34 PM    Msg. 1217 of 12975       
Quote: --- Original message by: Newbkilla
Always model in quads. It has the best smoothing. If the surface is flat, then it's okay to use polygons with sides larger than 4.


Well, Maybe for something as simple as halo but for anything else its not.
Edited by Disaster on Mar 29, 2009 at 08:35 PM


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 29, 2009 08:36 PM    Msg. 1218 of 12975       
>:D That's what you showed me months ago.. Some guy asked about smoothing. Whether to use quads or triangles. And then it went on about nogons etc..


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 29, 2009 08:36 PM    Msg. 1219 of 12975       
Gtfo of Hunter's back.


Unless he is going to do Subdivision, there is no need for doing the Topology perfect. He isn't in any gaming company is he? No. Is he doing stuff that actually get in-game and look good? Yes.

So really, topology or not, its about the users preference.

This is directed more toward DEE.


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Mar 29, 2009 08:43 PM    Msg. 1220 of 12975       
Quote: --- Original message by: Gh0st_Elit3
Gtfo of Hunter's back.


Unless he is going to do Subdivision, there is no need for doing the Topology perfect. He isn't in any gaming company is he? No. Is he doing stuff that actually get in-game and look good? Yes.

So really, topology or not, its about the users preference.

This is directed more toward DEE.
It would work better in-game if he had better poly distribution. Whether or not hes going into a gaming company doesn't matter, it's no excuse to be lazy. people have gotten on him about his poly wastage before but hes too stubborn to change so why bother.


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 29, 2009 08:44 PM    Msg. 1221 of 12975       
Nvm.
Edited by Gh0st_Elit3 on Mar 29, 2009 at 08:54 PM


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Mar 29, 2009 08:47 PM    Msg. 1222 of 12975       
Subdivision doesn't matter. He should still have good topology other wise it's a really bad mesh.

First off, the front is increibly boxy while he is wasiting tris on the stock extender that don't need to be there.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 29, 2009 08:54 PM    Msg. 1223 of 12975       
You guys (Dee im looking at you) are trying to compare a low poly structural model to a higher poly organic model, you cant do that.
I know exactly where you are coming from (and im sure Hunter does too) but he is making low poly models for halo.
Some parts of models have more detail in some places and less in others, that the way it is.
Mind posting a wireframe Martyn. Because i fail to see how anyone can even comment on the topology of the model without seeing that.
Looks great to me.
Edited by Maniac1000 on Mar 29, 2009 at 08:56 PM


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Mar 29, 2009 09:04 PM    Msg. 1224 of 12975       
Quote: --- Original message by: Maniac1000

You guys (Dee im looking at you) are trying to compare a low poly structural model to a higher poly organic model, you cant do that.
I know exactly where you are coming from (and im sure Hunter does too) but he is making low poly models for halo.
Some parts of models have more detail in some places and less in others, that the way it is.
Mind posting a wireframe Martyn. Because i fail to see how anyone can even comment on the topology of the model without seeing that.
Looks great to me.
Edited by Maniac1000 on Mar 29, 2009 at 08:56 PM
Half of the minor details he has on that model can be textured in and look just as good. He has modeled in details that you will never see, such as the front grip, stock extender, and detail on the clip. If hes going for low poly, then he still needs work.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 29, 2009 09:10 PM    Msg. 1225 of 12975       
I do agree with that wesman.
Although you dont want to make it too low poly and bland in the model there are details to be added in texturing that dont look too different ingame.
I know he has used high poly to low poly baking so that might be the way to go with this.

 
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