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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 59 of 371)
Moderators: Dennis

BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 9, 2009 03:30 PM    Msg. 2031 of 12975       
Quote: --- Original message by: Donut
i cant even tell. i saw 1 chamfer, which i would have done too since 90 degree angles are wtf on an fp model.

true, however you need to make em big enough to notice, too small and it'll still look 90 degrees.
on the render it looks like a thick line, which indicates on a too small chamfer.


Grunty
Joined: Jul 17, 2009

NC frog9, Xfire florida25


Posted: Aug 9, 2009 05:01 PM    Msg. 2032 of 12975       
Quote: --- Original message by: aklass
Ehh There










I think the model looks very good!


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 9, 2009 07:08 PM    Msg. 2033 of 12975       
I finished both versions now, and both textures are quite low res =/
So yea, dark texture made by darkshallfall and light texture by me.





ASP is currently animating the one with my texture.


vmt
Joined: Jan 29, 2008


Posted: Aug 9, 2009 07:19 PM    Msg. 2034 of 12975       
i like the bottom one looks more h3


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Aug 9, 2009 07:21 PM    Msg. 2035 of 12975       
Agreed


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 9, 2009 07:32 PM    Msg. 2036 of 12975       
Quote: --- Original message by: anonymous__1337
i like the bottom skin a little better and the floor texture is amazing :O

It's screen capped from H3, notice the slightly angled perspective and cut-off etc etc

http://i32.tinypic.com/34j7h1s.png
Edited by BeachParty clan on Aug 9, 2009 at 07:33 PM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 9, 2009 07:37 PM    Msg. 2037 of 12975       
Aklass' model does look pretty good. The general shape is good, but it could use a few less verts in the stock area. If it were me, I'd say weld some of the verts in the stock to each other, you only need about half the sides you have now. Smoothing groups can take care of the rest. Some minor optimization and it'll be a lot better.

Give me a second I'll give you some visual examples
Edited by Marka Haiyana on Aug 9, 2009 at 07:46 PM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 9, 2009 08:05 PM    Msg. 2038 of 12975       
Here you go aklass, this should help a bit. Right one uses higher poly, left one is a bit lower poly. They're both smoothed with smoothing groups.



If you see an area that's too high-poly, you can just target weld verts and move them around a bit.

Low poly stuff is generally better, it's less of a hassle since there's less verts and edges everywhere. Not to mention it's usually easier to understand it's uvw unwrap.

I'm not a pro modeler, but if you have any questions about smoothing groups or anything else let me know.
Edited by Marka Haiyana on Aug 9, 2009 at 08:07 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Aug 9, 2009 08:46 PM    Msg. 2039 of 12975       
I have a question

why isnt your ass on x-fire :<


Advancebo
Joined: Jan 14, 2008


Posted: Aug 9, 2009 09:39 PM    Msg. 2040 of 12975       
Quote: --- Original message by: Marka Haiyana

Here you go aklass, this should help a bit. Right one uses higher poly, left one is a bit lower poly. They're both smoothed with smoothing groups.



If you see an area that's too high-poly, you can just target weld verts and move them around a bit.

Low poly stuff is generally better, it's less of a hassle since there's less verts and edges everywhere. Not to mention it's usually easier to understand it's uvw unwrap.

I'm not a pro modeler, but if you have any questions about smoothing groups or anything else let me know.
Edited by Marka Haiyana on Aug 9, 2009 at 08:07 PM


Yes but you can see the edges clearly with lower poly.


vmt
Joined: Jan 29, 2008


Posted: Aug 9, 2009 09:57 PM    Msg. 2041 of 12975       
yah^ bo's right


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Aug 10, 2009 12:59 AM    Msg. 2042 of 12975       
That'd be a problem...

... in Crysis.

Halo was never meant to be high poly. Don't you even dare to bring up that whole, "oh people should update their computers blah blah etc." Halo: CE is an outdated engine, and can only handle so much. I mean, you have to have a ton of portals just to get a map that's 50K tris working properly in-game.


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 10, 2009 08:35 AM    Msg. 2043 of 12975       
Quote: --- Original message by: ChocolateNugget
That'd be a problem...

... in Crysis.

Halo was never meant to be high poly. Don't you even dare to bring up that whole, "oh people should update their computers blah blah etc." Halo: CE is an outdated engine, and can only handle so much. I mean, you have to have a ton of portals just to get a map that's 50K tris working properly in-game.

Means that that argument is supporting being lazy.
It CAN be done, you just need to put that little bit of more effort in it than you usually do for a box map.

There is also a TON of workarounds for getting a high def poly model ingame, so don't start with the "impossible, too old" thing, it's all in your head.
Edited by BeachParty clan on Aug 10, 2009 at 08:36 AM


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 10, 2009 10:54 AM    Msg. 2044 of 12975       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: Marka Haiyana

Here you go aklass, this should help a bit. Right one uses higher poly, left one is a bit lower poly. They're both smoothed with smoothing groups.

*image*

If you see an area that's too high-poly, you can just target weld verts and move them around a bit.

Low poly stuff is generally better, it's less of a hassle since there's less verts and edges everywhere. Not to mention it's usually easier to understand it's uvw unwrap.

I'm not a pro modeler, but if you have any questions about smoothing groups or anything else let me know.
Edited by Marka Haiyana on Aug 9, 2009 at 08:07 PM


Yes but you can see the edges clearly with lower poly.


So you are going to make every single curve high poly for the sake of the edges?... No. If you model it right, you wouldn't notice that edge much. If the edge is right infront of the players screen then you can put afew more polys on it. But otherwise no, half the time you wouldnt see the edge.

And once you have a texture on its pretty hard to notice the edge... especially when the curve and the part it is connected to are the same shade of color...


Edited by anonymous_2009 on Aug 10, 2009 at 10:55 AM


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Aug 10, 2009 11:40 AM    Msg. 2045 of 12975       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: ChocolateNugget
That'd be a problem...

... in Crysis.

Halo was never meant to be high poly. Don't you even dare to bring up that whole, "oh people should update their computers blah blah etc." Halo: CE is an outdated engine, and can only handle so much. I mean, you have to have a ton of portals just to get a map that's 50K tris working properly in-game.

Means that that argument is supporting being lazy.
It CAN be done, you just need to put that little bit of more effort in it than you usually do for a box map.

There is also a TON of workarounds for getting a high def poly model ingame, so don't start with the "impossible, too old" thing, it's all in your head.
Edited by BeachParty clan on Aug 10, 2009 at 08:36 AM


You have no idea what you're talking about.


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 10, 2009 03:07 PM    Msg. 2046 of 12975       
Quote: --- Original message by: ChocolateNugget
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: ChocolateNugget
That'd be a problem...

... in Crysis.

Halo was never meant to be high poly. Don't you even dare to bring up that whole, "oh people should update their computers blah blah etc." Halo: CE is an outdated engine, and can only handle so much. I mean, you have to have a ton of portals just to get a map that's 50K tris working properly in-game.

Means that that argument is supporting being lazy.
It CAN be done, you just need to put that little bit of more effort in it than you usually do for a box map.

There is also a TON of workarounds for getting a high def poly model ingame, so don't start with the "impossible, too old" thing, it's all in your head.
Edited by BeachParty clan on Aug 10, 2009 at 08:36 AM


You have no idea what you're talking about.


What part? not getting it ingame?

Meh, I merely have an opinion of liking the high def stuff, and i don't optimise which is bad according to most people.

but if you like otherwise, i'm not stopping you.

Edited by BeachParty clan on Aug 10, 2009 at 03:08 PM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 10, 2009 03:43 PM    Msg. 2047 of 12975       
From what I hear BP, you prefer graphics over gameplay. For gameplay purposes, keeping stuff low poly ensures people's framerates will be optimal despite the quality of rig (I mean, if it were me, I'd be pissed if I had a rig that could play original Halo maps but not a new one because of it's HD models). Not to mention details can be added in via the shaders as well. Good shaders can go a long way on low-poly models. Unreal Tournament 2004, an older game, is a very good example of details added through amazing texture work on low-poly models

EDIT: made myself a template for the Marathon weapons that I'm gonna be modeling. > 9000 hours in MSPaint. Large and uncompressed so no details get fubar



just in case you all were curious.

EDIT 2: Done with the WSTE-M.



Models left are the Metal Knuckle, Tozt-7 (misspelled in picture), SPNKR, and the Alien weapon. Fusion Pistol animations are done.
Edited by Marka Haiyana on Aug 11, 2009 at 01:11 AM


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Aug 11, 2009 04:27 AM    Msg. 2048 of 12975       
Wrong thread.
Edited by RougeSpartan414 on Aug 11, 2009 at 04:27 AM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 11, 2009 06:13 AM    Msg. 2049 of 12975       
I say what's all this then

http://www.youtube.com/watch?v=ZRSMZyM57CQ
http://www.xfire.com/video/10d197/

Shottie and Fusion Pistol in-game. Still need some tagwork

FYI all the remixes in these videos are done by me. Simple Fruity Loops Studio stuff. I'm planning on doing the entire soundtrack

probably gonna do the Biped at some point, idk yet

Edited by Marka Haiyana on Aug 11, 2009 at 06:34 AM


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Aug 11, 2009 07:06 AM    Msg. 2050 of 12975       
Nice job.
As for the biped, you can get MUCH better reference from concept art to live up the details a bit, unless you want to keep it the same quality as the game, which i will be quite dissapointed about tbhq


(IDK if these are official, quite hard to find them, like doom concept art which is not fanmade)




Edited by BeachParty clan on Aug 11, 2009 at 07:08 AM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 11, 2009 09:55 AM    Msg. 2051 of 12975       
Those are official, used in splash screens for various chapters of Marathon 2. Craig Mullins. Same guy did art for Halo.

http://nikon.bungie.org/misc/artofcraigmullins.html


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Aug 11, 2009 05:11 PM    Msg. 2052 of 12975       
good show mookz. I like your innovation


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 11, 2009 05:40 PM    Msg. 2053 of 12975       
i love how you used the old alien weapon. i hate the new one with the fire balls. that one was so much cooler


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 11, 2009 06:14 PM    Msg. 2054 of 12975       
Looks good Mooks, but the fusion pistol needs to be a tad lighter (whiter) and the Shotgun needs to knock them back a bit IMO.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Aug 11, 2009 06:51 PM    Msg. 2055 of 12975       
Mookz
I have two files for you
get on x-fire bro


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Aug 12, 2009 12:32 AM    Msg. 2056 of 12975       
hey guys, lets just say the mod is coming along pretty well. heh. If Grunt is fine with it, I'll open source it as well.
Edited by Marka Haiyana on Aug 12, 2009 at 12:32 AM


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Aug 13, 2009 06:02 AM    Msg. 2057 of 12975       


Advancebo
Joined: Jan 14, 2008


Posted: Aug 13, 2009 06:12 AM    Msg. 2058 of 12975       
nicee

bottom part could be a bit rounder.


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Aug 13, 2009 06:13 AM    Msg. 2059 of 12975       
no u sux


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 13, 2009 09:13 AM    Msg. 2060 of 12975       
Nice, more interesting to look at than the origional PP.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Aug 13, 2009 10:35 AM    Msg. 2061 of 12975       
Lol, the display looks like a satellite dish.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Aug 13, 2009 11:46 AM    Msg. 2062 of 12975       
I wish I could model like that :<


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 13, 2009 12:32 PM    Msg. 2063 of 12975       
Quote: --- Original message by: Newbkilla
Lol, the display looks like a satellite dish.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Aug 13, 2009 01:35 PM    Msg. 2064 of 12975       
Quote: --- Original message by: ChocolateNugget

ily this much in a non homosexual way
< - >
Edited by HDoan on Aug 13, 2009 at 01:35 PM


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Aug 13, 2009 03:48 PM    Msg. 2065 of 12975       
It actully looks like somethng a toddler could use.

 
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