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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 51 of 371)
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Sgt Blaze
Joined: Mar 14, 2009

still actin' like Two-Bit from the Outsides....


Posted: Jul 17, 2009 09:16 PM    Msg. 1751 of 12975       
Quote: --- Original message by: FlyAwayNow
Dual Tommys?
Maybe *Very evil look on face* maybe not....


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jul 18, 2009 04:52 PM    Msg. 1752 of 12975       
dang... looks really good. Now, to put it through tool!

Edited by Headhunter09 on Jul 18, 2009 at 04:52 PM


SegwayMaster1324
Joined: Feb 7, 2009


Posted: Jul 18, 2009 06:10 PM    Msg. 1753 of 12975       
It's not the poly count, but 16k for a weapon is too much IMO.


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Jul 18, 2009 08:34 PM    Msg. 1754 of 12975       
Quote: --- Original message by: Spartan_094

Wunder Waffe DG-2? In Halo? I'm working on that and I'm waiting the for the patch to be done downloading. I figured out how to do the electric stuff.
Poly Count 16,269
Ripped from Cod5

I'll be keeping you guys updated and don't go all wild either and flame me if you don't like ripped content. Thanks!


This is one of the guns that could be used as multiple things.

1. what its used for.
2. something to poke pepeole with
3. torture device.


Nice model, but i rly wonder how the shots will be generated on CE though.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 19, 2009 12:36 AM    Msg. 1755 of 12975       
Quote: --- Original message by: Spartan_094

sweet jesus that is awesome


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jul 19, 2009 02:25 AM    Msg. 1756 of 12975       
lol and i was about to model that yet i stopped at the first sight piece and havent started again on it =P anyway mind sending me that and i could make a lower poly version of it to try and get in ce


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jul 19, 2009 03:37 AM    Msg. 1757 of 12975       
well nvm then =\


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Jul 19, 2009 05:46 AM    Msg. 1758 of 12975       
Great weapon , but polies are too high =/
But I like the concept , great skills there.


SegwayMaster1324
Joined: Feb 7, 2009


Posted: Jul 19, 2009 08:54 AM    Msg. 1759 of 12975       


PenGuin1362
Joined: Feb 4, 2008


Posted: Jul 19, 2009 10:41 AM    Msg. 1760 of 12975       
Quote: --- Original message by: Cocaine
Great weapon , but polies are too high =/
But I like the concept , great skills there.


it's ripped from COD: WAW >_>


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 19, 2009 12:10 PM    Msg. 1761 of 12975       
We all know that spartan can't model that good :)

Idg why people cant recognize a rip from a real model.. It's real easy.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 19, 2009 12:47 PM    Msg. 1762 of 12975       
Quote: --- Original message by: Newbkilla
We all know that spartan can't model that good :)

Idg why people cant recognize a rip from a real model.. It's real easy.

because rips are real models.... i get what youre saying, but its possible for people to accurately recreate a model from a game. you really cant tell sometimes unless you can see the wireframes


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 19, 2009 12:54 PM    Msg. 1763 of 12975       
http://www.youtube.com/watch?v=BlMCad36cdk&fmt=18
Model by Advancebo
Animations by me

Melee has been sped up.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jul 19, 2009 01:07 PM    Msg. 1764 of 12975       
You really need to work on these things:

1.Smoothing your motions
2.finger placement
3.general object placement
4. Timing

1.As of right now, your motions are so jolty it doesn't look natural. A human wouldn't move like that and a robot would break if he did. Keep in mind, not all motions need to be so fast.
2. Don't skimp on finger placement when making your origins, or just any random frames. Finger placement really is what seperates nice looking animations from terrible ones (IMO)
3. when you remove or insert the magazine (or do anything important like that) the gun should be in such a position that you can see it happen. As of now, your animations seem to hide the magazine removal and insert. try moving the gun farther away and higher up, and rotating it to a pleasing location before doing the mag removal.
4. This is something that comes with practice. You need to learn when it is best to carry on to the next motion, and how to execute it.


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Jul 19, 2009 02:32 PM    Msg. 1765 of 12975       
and move the right hand marker, as of now it's just floating in its hands

e1: lemme edit reply that, you didnt took that in your todo list, just mentioning it.

I do like the ripped gun nonetheless, it looks good, but it doesn't fit with a spartan, you're putting a post-ww2 gun on a far future spartan, i hope you're gonna rip more to make a fitting theme?
Edited by BeachParty clan on Jul 19, 2009 at 03:11 PM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 19, 2009 06:22 PM    Msg. 1766 of 12975       
wait
when do you find the wunder waffle in cod?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 19, 2009 06:38 PM    Msg. 1767 of 12975       
Shi no numa, I believe.
Edited by Gamma927 on Jul 19, 2009 at 06:39 PM


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Jul 19, 2009 07:45 PM    Msg. 1768 of 12975       
Oh? Thats the new Nazi Zombie weapon? I thought it was that gun in the New wolfenstein title.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 20, 2009 06:54 PM    Msg. 1769 of 12975       
MA5E

Old Render: (about a 20-45 minute time frame from the newer images)


New Renders:



The display is going to show:
-Ammo counter
-Compass
-Scope like thing, as though as it was linked to the reflex sight
Edited by Advancebo on Jul 20, 2009 at 06:56 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 06:59 PM    Msg. 1770 of 12975       
The display seems stupid, it would snap of during fighting... get dirty, LCD would smash ect... Aslo, what gun is it? Show us a perspective of it. Looks nice and interesting though in FP.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 20, 2009 07:09 PM    Msg. 1771 of 12975       
CoD6 has it.



anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 07:44 PM    Msg. 1772 of 12975       
In 3rd person that looks stupid, its a AR with the top cut off :/


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 20, 2009 07:48 PM    Msg. 1773 of 12975       
EWWW

Get me an exact side render, and I'll see what I can sketch up.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 08:21 PM    Msg. 1774 of 12975       
Another Halo 3 Weapon






Wireframe:


(I rotated it and the turret come of the stand, so ignore that Lol)

It has custom parts on it
(Yep, I can see the smoothing error on the lower handle as well)

4018 Triangles


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 20, 2009 08:35 PM    Msg. 1775 of 12975       
hey that looks pretty good. what is your render method?


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 08:42 PM    Msg. 1776 of 12975       
Clay render with blueish omnia ( Shadow Map) and a browish/redish omnia (Shadow map).

One omnia above and one below model, and one to the left and one to the right.



Edited by anonymous_2009 on Jul 20, 2009 at 08:42 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 20, 2009 08:49 PM    Msg. 1777 of 12975       
Quote: --- Original message by: anonymous_2009

Clay render with blueish omnia ( Shadow Map) and a browish/redish omnia (Shadow map).

One omnia above and one below model, and one to the left and one to the right.

what about render settings? you know that rollout with the tabs where you set stuff like image size and the raytracer settings? what do you have there?


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 08:56 PM    Msg. 1778 of 12975       
I havn't touch any of that stuff apart from putting the light tracer on for making the clay render. Left everything else to default. Shadows are default as well.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 20, 2009 09:06 PM    Msg. 1779 of 12975       
Damn Bo, that MA5E looks :awesome:


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2009 09:14 PM    Msg. 1780 of 12975       
Bo, you should use splines to make your geometry follow for the wires. That's what I did.


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 20, 2009 11:00 PM    Msg. 1781 of 12975       
Quote: --- Original message by: anonymous_2009

Clay render with blueish omnia ( Shadow Map) and a browish/redish omnia (Shadow map).

One omnia above and one below model, and one to the left and one to the right.



Edited by anonymous_2009 on Jul 20, 2009 at 08:42 PM

Use raytrace >:C


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 20, 2009 11:45 PM    Msg. 1782 of 12975       
Scratches don't work like that, and it looks like someone dropped it in oil.


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 21, 2009 12:17 AM    Msg. 1783 of 12975       
Both.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 21, 2009 12:56 AM    Msg. 1784 of 12975       
Scratches look bad. Rest looks ok imo.


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 21, 2009 01:38 AM    Msg. 1785 of 12975       
that's still not how scratches work.

they don't go around the edge, they're usually right up against it, and unless it was purposely scratched by a crazy marine, I don't see how it would ever get scratches like that. Keep scratches minimal. if it looks too bare, replace it with minor oil + dirt bits along the edge, but make it barely noticeable.

 
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