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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 47 of 371)
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Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Jun 29, 2009 08:09 AM    Msg. 1611 of 12975       
What's with the extremely small barrel?


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Jun 29, 2009 11:36 AM    Msg. 1612 of 12975       
lol, i decided to make a very good melle pistol combo, 500 magnum pistol(made from de templete i had) with small axe added to butt of gun. can be flipped around and slice and dice ppl :


will animate when i get home
Edited by Geared on Jun 29, 2009 at 11:36 AM


SegwayMaster1324
Joined: Feb 7, 2009


Posted: Jun 29, 2009 11:38 AM    Msg. 1613 of 12975       
The axe looks sort of werid.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 29, 2009 01:54 PM    Msg. 1614 of 12975       
Quote: --- Original message by: Cocaine
What's with the extremely small barrel?

Again, I didnt model the gun. Its a sten, and it is an anatomically correct model.

Also geared, with that axe on the gun, how will you remove the magazine? I would suggest having it branch off from the side of the barrel.
Edited by ICEE on Jun 29, 2009 at 01:56 PM


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 29, 2009 04:00 PM    Msg. 1615 of 12975       
lol wut
Edited by halo3n00b on Jun 29, 2009 at 04:00 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jun 29, 2009 04:12 PM    Msg. 1616 of 12975       
Using a model as a reference to model a model?


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Jun 29, 2009 04:45 PM    Msg. 1617 of 12975       
the ax actually is supposed to slide in, i did it ina hurry, it slide out when u flip it around to smack someone....lol


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 29, 2009 05:02 PM    Msg. 1618 of 12975       
well first of all im going for a custom model, and second of all rendering the h3b magnum and putting it on a plane isnt as good as using the actual model as ref because max tends to make the textures low quality and its hard to see some of the details, secondly since halo doesnt have very good bump mapping, its easy just to put those details into the model, and i might add some extra things like a laser pointer or one of those cool sights like the assault rifle from fear 2.
Edited by halo3n00b on Jun 29, 2009 at 05:06 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jun 29, 2009 05:13 PM    Msg. 1619 of 12975       
Make the color brighter for Ambient Lighting (Render>Environment).


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 29, 2009 05:26 PM    Msg. 1620 of 12975       
how can you get any brighter than white...


Advancebo
Joined: Jan 14, 2008


Posted: Jun 29, 2009 05:31 PM    Msg. 1621 of 12975       
Glowing.


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 29, 2009 06:00 PM    Msg. 1622 of 12975       
:o how do you do that?


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jun 30, 2009 01:13 AM    Msg. 1623 of 12975       
Quote: --- Original message by: halo3n00b
:o how do you do that?

It's in the multipurpose map, although I'm not sure how you would achieve that effect.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jun 30, 2009 07:43 AM    Msg. 1624 of 12975       
Quote: --- Original message by: halo3n00b

well first of all im going for a custom model, and second of all rendering the h3b magnum and putting it on a plane isnt as good as using the actual model as ref because max tends to make the textures low quality and its hard to see some of the details, secondly since halo doesnt have very good bump mapping, its easy just to put those details into the model, and i might add some extra things like a laser pointer or one of those cool sights like the assault rifle from fear 2.
Edited by halo3n00b on Jun 29, 2009 at 05:06 PM

you can make the textures higher res in the viewport by doing this:


pic explains itself, click on configure driver to get the other window though

also, nice, and i agree that there is no bump mapping possabilitie, however you can't texture as good as bungie (well, unless you're disaster) so my choice would be using that bungie model, unless you get someone like disaster to texture that thing

you can easily make chars on a model, there's a modifier in the list somewhere, add in your own name before you release to prove it's yours, if you even will release it

get on xfire, i have some stuff to show you =O
Edited by BeachParty clan on Jun 30, 2009 at 07:47 AM


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 30, 2009 11:57 AM    Msg. 1625 of 12975       
fake bumping makes me crai, lil update.


Edited by halo3n00b on Jun 30, 2009 at 12:02 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jun 30, 2009 01:05 PM    Msg. 1626 of 12975       
Quote: --- Original message by: Spartan_094
What does this look like guys? heh
The Halo 3 Shotgun with no decent Halo 3 replication animations.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jun 30, 2009 01:57 PM    Msg. 1627 of 12975       
Quote: --- Original message by: Spartan_094
What does this look like guys? heh

Why does everyone have that same testing BSP? :\


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jun 30, 2009 01:59 PM    Msg. 1628 of 12975       
Quote: --- Original message by: ODX
Quote: --- Original message by: Spartan_094
What does this look like guys? heh
The Halo 3 Shotgun with no decent Halo 3 replication animations.

i liked it on the spartans, but now you're overdoing it S094, it looks TERRIBLE on the shotgun! too glossy, texture looks bad, no seriously, i think i like h3noob's project more than this now.
even though it's a h3b rip, you can make stuff look ugly, please, just model the detaills in instead of making a fake bump that doesn't work out really

so to awnser the question, it looks like eww, and it's not an attack, just my opinion

you're better off modelling the bump map in this time


Advancebo
Joined: Jan 14, 2008


Posted: Jun 30, 2009 02:04 PM    Msg. 1629 of 12975       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: Spartan_094
What does this look like guys? heh

Why does everyone have that same testing BSP? :\


Cuz I gave it to them.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 30, 2009 02:15 PM    Msg. 1630 of 12975       
The difference between the fakemapped shotgun and the actually modeled shotgun in pollies is negligent. Please model the actual gun instead of doing these supposedly cooler ideas. The engine isn't going to lag to hell when you use it and actually a lot less than if you fake bumped it.
Edited by DarkHalo003 on Jun 30, 2009 at 02:15 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 30, 2009 03:05 PM    Msg. 1631 of 12975       
Quote: --- Original message by: DarkHalo003

The difference between the fakemapped shotgun and the actually modeled shotgun in pollies is negligent. Please model the actual gun instead of doing these supposedly cooler ideas. The engine isn't going to lag to hell when you use it and actually a lot less than if you fake bumped it.
Edited by DarkHalo003 on Jun 30, 2009 at 02:15 PM

uh what? a preapplied texture is going to lag the game more than doubling the triangles on a gun? thats not a negligent number. look at the amount of sides needed to generate a look that would be on par with the fake bump. you would be nearly doubling the triangle count of the model. thats not negligent


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 30, 2009 03:30 PM    Msg. 1632 of 12975       
Quote: --- Original message by: Donut
Quote: --- Original message by: DarkHalo003

The difference between the fakemapped shotgun and the actually modeled shotgun in pollies is negligent. Please model the actual gun instead of doing these supposedly cooler ideas. The engine isn't going to lag to hell when you use it and actually a lot less than if you fake bumped it.
Edited by DarkHalo003 on Jun 30, 2009 at 02:15 PM

uh what? a preapplied texture is going to lag the game more than doubling the triangles on a gun? thats not a negligent number. look at the amount of sides needed to generate a look that would be on par with the fake bump. you would be nearly doubling the triangle count of the model. thats not negligent

I'm talking about the groves ontop of the shotgun alone. Most of anything else can be faked, but the groves need to be implemented right. Those itself don't matter poly wise. If you have a model with 6,000+ pollies on it, then you have something to be a bit concerned about.

I've had issues with fake-bumped weapons compared to standard textured weapons. IMO, the nicely detailed (but not overly detailed) weapons worked better than the glossy and over shaderized (meaning too much work was put into the shader instead of the model) weapon. This could just be me, but if it's at around 4,000 or less, than your fine. Idk about 5,000, but I've heard you want to stay away from anything getting to close to 6,000. Also, the groves can be inset or even put in simpler on the shotgun. Also, the ring-ditches at the end of the shotty barrel can be modeled in too. The groves alone with those are negligible numbers. It all depends on how it is done.
Edited by DarkHalo003 on Jun 30, 2009 at 03:32 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 30, 2009 03:34 PM    Msg. 1633 of 12975       
the model itself looks like its really low poly in that picture. adding the grooves would be a good thing. i would have done it too.

my only issue is that you called the amount of tris necessary to do so "negligible" when in fact given the weapon's current apparent triangle count, adding those little details could almost double the tri count


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 30, 2009 03:50 PM    Msg. 1634 of 12975       
Quote: --- Original message by: Donut
the model itself looks like its really low poly in that picture. adding the grooves would be a good thing. i would have done it too.

my only issue is that you called the amount of tris necessary to do so "negligible" when in fact given the weapon's current apparent triangle count, adding those little details could almost double the tri count

Well like I said, it depends on how the shotgun itself is done. If done right, then you could get away with a 1,000-2,000 base shotgun model and finish it with a 3,000-3,500 detailed Shotgun model.


halo3n00b
Joined: Dec 8, 2008


Posted: Jun 30, 2009 05:17 PM    Msg. 1635 of 12975       
lol my progress is realy slow xD, probably cuz this is my second attempt at modeling
Edited by halo3n00b on Jun 30, 2009 at 05:20 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jun 30, 2009 05:19 PM    Msg. 1636 of 12975       
Finish the model, render it appropriately(seriously, get rid of the background ffs), then we'll crit it. Side views of WIP models are really hard to crit, especially when you have the actual model right next to it/behind it.


Advancebo
Joined: Jan 14, 2008


Posted: Jun 30, 2009 08:11 PM    Msg. 1637 of 12975       
Isnt that Darkshallfall's texture? Arbiter100 told me it was.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Jun 30, 2009 10:41 PM    Msg. 1638 of 12975       
Quote: --- Original message by: Spartan_094


What does this look like guys? heh
Edited by Spartan_094 on Jun 30, 2009 at 09:44 AM


ohai. you're not the only one with one of those.


SegwayMaster1324
Joined: Feb 7, 2009


Posted: Jun 30, 2009 10:43 PM    Msg. 1639 of 12975       


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 1, 2009 06:33 AM    Msg. 1640 of 12975       
Quote: --- Original message by: SegwayMaster1324

Are you trying to show the biped or the SMG?, Anyways they're both decent.

lol the smg ofcourse

and whats with the dalmatier handle on the right side of the gun? =/

yes veex, time to teach you the religion of opensourcing EVERYTHING but your underwear =3


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Jul 1, 2009 09:47 AM    Msg. 1641 of 12975       
Quote: --- Original message by: BeachParty clan


yes veex, time to teach you the religion of opensourcing EVERYTHING but your underwear =3


No.


Se7en
Joined: Mar 14, 2009

My ROFLCOPTER Goes SoiSoiSoiSoiSoiSoiSoi


Posted: Jul 1, 2009 11:36 AM    Msg. 1642 of 12975       
i like the smg but the handle on the right is a little awry.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 1, 2009 05:38 PM    Msg. 1643 of 12975       
Magnum attachments by Joshflighter

I modified the texture, but didnt fix the multi yet.

My attachments model, unwrapped to darkshallfall's skin.





http://www.xfire.com/video/e3d42/

That are my rofl hud, it goes soi soi soi soi soi
Edited by Advancebo on Jul 1, 2009 at 06:32 PM


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Jul 1, 2009 06:35 PM    Msg. 1644 of 12975       
Quote: --- Original message by: Donut
the model itself looks like its really low poly in that picture. adding the grooves would be a good thing. i would have done it too.

my only issue is that you called the amount of tris necessary to do so "negligible" when in fact given the weapon's current apparent triangle count, adding those little details could almost double the tri count






This is my model in high poly and then taken and basicly baked with normals:





Anyways, I barely post here anymore anyways. That is sub'd by the way.


...

And to what Advancebo posted:




EDIT:

http://www.youtube.com/watch?v=-MUz3rNS94g
Edited by Joshflighter on Jul 1, 2009 at 06:39 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 1, 2009 08:22 PM    Msg. 1645 of 12975       
Triangles 2292.

Still need to finnish the make adjustments.
About 3 hours of work.

 
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