
Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 19, 2014 01:36 PM
Msg. 12356 of 12975
Quote: --- Original message by: bourrin33 Yeah I'm not going to waste my time making an ejection port if I don't need it. Why would closed drum mag not need it ? A drum magazine would require an ejection port for cased rounds, while a revolving cylinder like the Milkor MGL would not, because the whole cylinder can swing out to the side and the spent casings can be dumped out of the back. Drums are sealed, save for where they push cartridges into the chamber, and they don't store the spent casings inside themselves like revolving cylinders do. Edit: Fixed first link. Edited by Echo77 on Dec 19, 2014 at 05:01 PM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 20, 2014 07:20 AM
Msg. 12357 of 12975
Quote: --- Original message by: bourrin33Yeah I'm not going to waste my time making an ejection port if I don't need it. Why would closed drum mag not need it ? Anyways, I'm a serial baker now : http://puu.sh/dB6kw/a8b583dfa5.jpg looks neat nice job bourrin
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 21, 2014 09:13 AM
Msg. 12358 of 12975
low poly cplould use more Poly's.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 21, 2014 09:20 PM
Msg. 12359 of 12975
I was looking at the old macworld ar and noticed a large amount of space... im starting to think it wasnt bullpup back then, which would be kinda cool. inb4 macworld modEdited by VKNG on Dec 21, 2014 at 09:21 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 21, 2014 10:46 PM
Msg. 12360 of 12975
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 21, 2014 11:22 PM
Msg. 12361 of 12975
i forgot about the Grenade launcher xD but yeah, i remember that thread, i should bump it with some more stuff i found :D
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 21, 2014 11:28 PM
Msg. 12362 of 12975
Quote: --- Original message by: VKNG i remember that thread, i should bump it with some more stuff i found :D You should. That's what I was hoping people would do any time they found obscure concepts and early screenshots.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 23, 2014 07:27 PM
Msg. 12363 of 12975
I am seeing the end now ! Here is what I baked so far : shadows map : normals : (some are misoriented, I need to fix a few things) I'm using the scanline renderer and it's taking super long. Any help about getting the normals to be perfect? Wireframe : http://puu.sh/dH7zJ/ad2d797a78.png Edited by bourrin33 on Dec 23, 2014 at 07:28 PM
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Dec 24, 2014 01:20 PM
Msg. 12364 of 12975
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 25, 2014 05:31 PM
Msg. 12365 of 12975
Quote: --- Original message by: Mootjuh -I think you may need to chamfer the edges that give you really pixelated normals. You could also try making those edges either sharper or smoother in your high-poly model; -Also try giving tje whole weapon 1 smoothinggroup and rebake. That might help too; -Using hammersley supersampler at quality 1 takes a while to render but it smoothens out some stuff; -Turning off raymiss check will give all red-highlighted pixels in the preview render the default purple color instead of an obviously wrong, bright pink; -Try Mental Ray for your AO map, though you might have to desaturate it in Photoshop as it gives me a slight tint of blue. Actually the pixelated normals are due to the fact that some craved lines are 45° from the tangent of the baked surfaces, next time I won't do them this way. Applying the same smoothing group is going to make the model look bad with level of details, or if I want to make something that does not look too bad whithout OS, and at the distance people will look at it, it's not needed that much... I will try using mental ray but it doesn't work for normals for me, I will try to find what's the best because rendering everything takes too long. I'm using separate smoothing groups for this reason : Explained in that tutorial which I should have seen much earlier. http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html But it doesn't cover many of the visual issues you can get in a normal map. Edited by bourrin33 on Dec 25, 2014 at 05:43 PMEdited by bourrin33 on Dec 25, 2014 at 05:50 PMI have horrible grammar when tired. Edited by bourrin33 on Dec 25, 2014 at 05:52 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 27, 2014 07:21 AM
Msg. 12366 of 12975
- removed - Edited by Super Flanker on Sep 20, 2016 at 11:38 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 27, 2014 07:31 AM
Msg. 12367 of 12975
Yeah I figured out how to correct many errors due to that stuff now, and wrong normal orientations. But I still suck at texturing and I have the feeling that most tutorials I find are obsolete
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 27, 2014 07:32 AM
Msg. 12368 of 12975
- removed - Edited by Super Flanker on Sep 20, 2016 at 11:39 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 27, 2014 11:01 AM
Msg. 12369 of 12975
it would be possible to make for halo, just make the first frame of the animations rotated on the previous chamber, then going back to original at the end of the animation. That's how the rocket launcher works. Even in reach, the tubes aren't symmetrical yet you see always the same side. The inverse doesn't work because the last frame links in like 1 frame to the usual idle anim. (Bigass ma5k reload bug) I tried texturing a bit, but I think it looks lame. If anybody wants to enhance it, I'll give the bitmap : 
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 27, 2014 12:58 PM
Msg. 12370 of 12975
Quote: --- Original message by: SS Flanker Any idea's on what make and model this is echo? or anyone else with goon knowledge? I have trouble identifying civilian revolvers because most of them look pretty similar to one another. The closest thing I could find was a Smith & Wesson Model 17-3, but it's chambered for .22 LR. At a glance, it seems that the bore diameter on your model is bigger than that of the chambers. If that's the case, you'll probably want to reduce it a bit and make the walls of the barrel thicker. Quote: --- Original message by: bourrin33I tried texturing a bit, but I think it looks lame. If anybody wants to enhance it, I'll give the bitmap : http://puu.sh/dLmaa/a9e0b27831.jpg If you decide to make it magazine fed (as opposed to using a revolving cylinder), bridging the gap between the barrel and the receiver might be something to consider. It would make it look like there's a chamber for the grenades to get stripped out of the magazine prior to being fired, as opposed to just having them phase through the front wall of the magazine and into the barrel. Edited by Echo77 on Dec 27, 2014 at 12:58 PM
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NeX
Joined: Apr 11, 2013
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Posted: Dec 27, 2014 11:58 PM
Msg. 12371 of 12975
I mostly lurk, so I may have just missed this, but what ever happened to that bad ass rocket launcher you were working on for bigass?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Dec 28, 2014 04:12 AM
Msg. 12372 of 12975
He will never finish it.
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NeX
Joined: Apr 11, 2013
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Posted: Dec 28, 2014 12:31 PM
Msg. 12373 of 12975
Quote: --- Original message by: altis94 He will never finish it. For an actual reason or is that facetious because its taking forever
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 29, 2014 09:38 AM
Msg. 12374 of 12975
I stopped working on the RL for a while because of a lack of time and motivation, and bad methods. I'll certainly go back on it when I have finished with the grenade launcher. here is a viewport shot : a bit more of texturing. The texture for the gun seems more complete. And I will make it with the drum barrel at first, I think it's the best looking. Edit : fixed the symmetry error. Edited by bourrin33 on Dec 29, 2014 at 12:05 PM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 30, 2014 05:30 AM
Msg. 12375 of 12975
Quote: --- Original message by: bourrin33I stopped working on the RL for a while because of a lack of time and motivation, and bad methods. I'll certainly go back on it when I have finished with the grenade launcher. here is a viewport shot : http://puu.sh/dOdT3/ba550ed779.jpg a bit more of texturing. The texture for the gun seems more complete. And I will make it with the drum barrel at first, I think it's the best looking. Edit : fixed the symmetry error. http://puu.sh/dOdXl/d289b191b5.jpg Edited by bourrin33 on Dec 29, 2014 at 12:05 PM lovely model.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 31, 2014 08:19 AM
Msg. 12376 of 12975
Ingamed ! (without normal maps) It looks less good than I expected though
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 31, 2014 09:25 AM
Msg. 12377 of 12975
oh god thé détails 100/1.
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samnwck
Joined: Sep 4, 2014
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Posted: Dec 31, 2014 11:37 AM
Msg. 12378 of 12975
Looks pretty good. What'd you do your texturing in?
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Dec 31, 2014 01:00 PM
Msg. 12379 of 12975
Photoshop with a photo of steel and 3 brushes : square, round, scratch, blended in layers. The texture is also low resolution (1024*512) which explains why I didn't use much stuff
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Dalek
Joined: Aug 12, 2011
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Posted: Dec 31, 2014 03:05 PM
Msg. 12380 of 12975
nice job bourrin. hope we will see it on a map.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 31, 2014 03:27 PM
Msg. 12381 of 12975
Looks great! I feel like Martyn should be here giving crit. What happened to that guy?
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Dec 31, 2014 04:49 PM
Msg. 12382 of 12975
Weapon on back? Anyways, I like the gun a lot!
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 1, 2015 05:35 PM
Msg. 12383 of 12975
The backpack weapon is the bigass DMR/ long range rifle. 2.104 was supposed to have backpack weaps but they caused lag over 10 players. I'm not doing higher res texture (yet) because the AO maps take quite long to render, and I want something halo friendly. And I think I may remake them sooner or later. I was also expecting crit from Hunter but he seems to never be here when I need him. I guess he can't give harsh enough crit, so he doesn't talk :D And I think it lacks something. I will make a scope and sights on the top, or even remake entierly the barrel cover as I deviated from the original concept ( http://www.halopedia.org/images/f/f4/EarlyGrenadeLauncher.jpg ) I also should have modeled the holes in the lowpoly as well, they don't look very good at the moment. Or just on one side for first person.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 2, 2015 12:43 PM
Msg. 12384 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 3, 2015 10:31 AM
Msg. 12385 of 12975
Incredible texture pass.
The ingame fps view reminded me of the halo 4 saw.
Keewl work.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 10, 2015 10:08 AM
Msg. 12386 of 12975
Back to the rocket launcher ! I'm remaking the barrel claws because they were an horrible mess before, with better topology etc. old : Edited by bourrin33 on Jan 10, 2015 at 10:08 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 10, 2015 10:27 AM
Msg. 12387 of 12975
- removed - Edited by Super Flanker on Sep 20, 2016 at 11:39 AM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jan 10, 2015 11:17 AM
Msg. 12388 of 12975
great job on the rocket and grenade launchers. they look amazing
i personally think that you should be able to see the grenades in the launcher for coolnesses sake :P idk if its possible to sync up the animations properly with the barrel mag running out though(i dont have much animation experience with ce)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 10, 2015 12:08 PM
Msg. 12389 of 12975
Killzone's idea seems pretty interesting. I'd like to adapt the idea by adding: A transparent portion to the rotating magazine so we could see the ammo count. (You may have to add mechanism details) I couldn't find an exact example but this image hints towards my suggestion: 
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 10, 2015 12:24 PM
Msg. 12390 of 12975
That also figured on the original concept but I was too lazy to implement it. I don't know how it would work for the last magazine. The best thing I could do is a bitmap linked to total ammo function along with ammunition animation, but I'd rather give a try to that when everything has been done and clear for basic functions.
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