A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Weapons - Works in Process thread [WIP]

Page 67 of 371 Go to page: · 1 · ... · 64 · 65 · 66 · [67] · 68 · 69 · 70 · ... · 371 · Prev · Next
Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 67 of 371)
Moderators: Dennis

Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Aug 31, 2009 07:05 PM    Msg. 2311 of 12975       
You're failing, epically.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 31, 2009 07:14 PM    Msg. 2312 of 12975       
It has a trigger now, kk? Lol. Damn, big argument over a trigger. Lol. Final renders later.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Aug 31, 2009 09:26 PM    Msg. 2313 of 12975       
yes, its understandable what ur saying buta trigger is about what 10 faces, the boost is so negligable even if compunded, taht it makes absolutly no diference, and it add a professional feel toa weapon model if u have as much on it as posible(not random crap but stuff that should eb there the details)


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 31, 2009 09:45 PM    Msg. 2314 of 12975       
Final Renders:





First Person:

(Not the best origins)

Wireframe:


And 2d render thingy Lol:


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 31, 2009 10:14 PM    Msg. 2315 of 12975       
Quote: --- Original message by: SargentCrunch
Ok, the thing is, if geometry is not seen in a game don't add it. When you have an AAA game you want the best performance and that includes small performance boosts, why add something that may reduce the Fps by .5, ESPECIALLY if it isn't seen. This is called optimization, look at Call Of Duty 4, no detail on the right side of the gun, now did anybody notice it before the models were ripped? You need to learn how to optimize a game to make it run the best it can while looking good. Like for a model in a map, you want more polygons on the main parts that people will be using instead of parts that nobody hardly ever sees.

optimization comes after you finalize everything else. you make your animations, then you figure out what faces will be seen in the animation and which ones wont be seen. then you delete. do you understand this? add all the detail first, finalize animations, then remove unseen faces. hunter's gun is just in the modeling stage so far. he doesnt know what the animations will show yet, so he shouldn't be omitting details yet

and just to make sure you guys get it, 3RD PERSON MODELS ARE SEEN FROM VIRTUALLY EVERY ANGLE.
Edited by Donut on Aug 31, 2009 at 10:15 PM


iizahsum
Joined: Jun 22, 2008

Lacks enthusiasm


Posted: Aug 31, 2009 10:37 PM    Msg. 2316 of 12975       
First, I've seen some posts saying that a trigger is ten faces, A trigger is mainly 4 or 5 faces.

secondly, Donut is correct, you need to add all details before you remove them. It dosn't matter what it is. If you omit details before getting a final product chances are it will be noticeable. CoD4 did a good job of not showing the side of the undetailed guns hence why you would never notice, but if they had animated it differently it could have stuck out like a sore thumb. basically it all comes down to being lazy with your models, don't be lazy with them or it will be noticed.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 31, 2009 11:14 PM    Msg. 2317 of 12975       
the trigger on my m249 saw was around 25 triangles if im remembering correctly

and stop being so damn stingy with your triangles. taking measures to educe triangles where you can is one thing, purposely making a cylinder thats right up in your face 8 sided is a whole other thing
E: that^ wasnt directed at any one person either. i used to model the same way until i realized my computer could handle more than 2000 triangles. im just putting that out there
Edited by Donut on Aug 31, 2009 at 11:16 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Sep 1, 2009 01:14 AM    Msg. 2318 of 12975       
Quote: --- Original message by: Donut

optimization comes after you finalize everything else. you make your animations, then you figure out what faces will be seen in the animation and which ones wont be seen. then you delete. do you understand this? add all the detail first, finalize animations, then remove unseen faces. hunter's gun is just in the modeling stage so far. he doesnt know what the animations will show yet, so he shouldn't be omitting details yet
Edited by Donut on Aug 31, 2009 at 10:15 PM


Listen to this man he knows his stuff. If you chop out faces you think wont show, you limit the potential motions your animations can have.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Sep 1, 2009 01:46 AM    Msg. 2319 of 12975       
Oh I see now... I was wrong. Model it all, then remove useless items...


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Sep 1, 2009 01:53 AM    Msg. 2320 of 12975       
Quote: --- Original message by: ICEE
Quote: --- Original message by: Donut

optimization comes after you finalize everything else. you make your animations, then you figure out what faces will be seen in the animation and which ones wont be seen. then you delete. do you understand this? add all the detail first, finalize animations, then remove unseen faces. hunter's gun is just in the modeling stage so far. he doesnt know what the animations will show yet, so he shouldn't be omitting details yet
Edited by Donut on Aug 31, 2009 at 10:15 PM


Listen to this man he knows his stuff. If you chop out faces you think wont show, you limit the potential motions your animations can have.

Yea it's true, this is what CoD 4 did, now all guns you rip from it makes it virtually impossible to add a custom animation to it other than copying what CoD 4 itself did o.O


Advancebo
Joined: Jan 14, 2008


Posted: Sep 1, 2009 02:40 PM    Msg. 2321 of 12975       
Failure GIF conversion.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 1, 2009 03:12 PM    Msg. 2322 of 12975       
do i see a blur effect as the laser fires? i like that


Advancebo
Joined: Jan 14, 2008


Posted: Sep 1, 2009 03:15 PM    Msg. 2323 of 12975       
Quote: --- Original message by: Donut
do i see a blur effect as the laser fires? i like that


I believe its just the GIF.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Sep 1, 2009 03:39 PM    Msg. 2324 of 12975       
Yeah use PNG or something.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 1, 2009 04:53 PM    Msg. 2325 of 12975       
does png support animation?


Advancebo
Joined: Jan 14, 2008


Posted: Sep 1, 2009 05:12 PM    Msg. 2326 of 12975       
You cant put a normal map on something thats not there :\


chuckluck
Joined: Dec 27, 2008

"It's like Democracy, but with fists..."


Posted: Sep 1, 2009 05:55 PM    Msg. 2327 of 12975       
disregard
Edited by chuckluck on Sep 1, 2009 at 05:56 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Sep 1, 2009 06:24 PM    Msg. 2328 of 12975       
Quote: --- Original message by: Donut
does png support animation?

No, I was mislead. :\


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Sep 1, 2009 08:44 PM    Msg. 2329 of 12975       
Quote: --- Original message by: SargentCrunch
You want to make your model as optimized as possible, you can optimize before and after animations


Any optimization done before animating can limit the motions being done.


Quote: --- Original message by: SargentCrunch and a trigger is not needed what so ever, like someone said eariler, its a video game, you click your mouse to shoot you don't pull the trigger.


By that logic, the whole model isn't needed whatsoever. The bullets arent coming from the mesh, their coming from a marker


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 1, 2009 09:05 PM    Msg. 2330 of 12975       
Quote: --- Original message by: SargentCrunch
Quote: --- Original message by: Donut

Quote: --- Original message by: SargentCrunch
Ok, the thing is, if geometry is not seen in a game don't add it. When you have an AAA game you want the best performance and that includes small performance boosts, why add something that may reduce the Fps by .5, ESPECIALLY if it isn't seen. This is called optimization, look at Call Of Duty 4, no detail on the right side of the gun, now did anybody notice it before the models were ripped? You need to learn how to optimize a game to make it run the best it can while looking good. Like for a model in a map, you want more polygons on the main parts that people will be using instead of parts that nobody hardly ever sees.

optimization comes after you finalize everything else. you make your animations, then you figure out what faces will be seen in the animation and which ones wont be seen. then you delete. do you understand this? add all the detail first, finalize animations, then remove unseen faces. hunter's gun is just in the modeling stage so far. he doesnt know what the animations will show yet, so he shouldn't be omitting details yet

and just to make sure you guys get it, 3RD PERSON MODELS ARE SEEN FROM VIRTUALLY EVERY ANGLE.
Edited by Donut on Aug 31, 2009 at 10:15 PM

You want to make your model as optimized as possible, you can optimize before and after animations, and a trigger is not needed what so ever, like someone said eariler, its a video game, you click your mouse to shoot you don't pull the trigger. And 3rd person models are different then first person models, and 3rd person models usually have all the detail normal mapped in since its not necessary to model in.

im not sure if you read a single word anybody said after you posted before, but if you go back and look, youll understand that any argument you throw at me is moot.

if you have a face thats inside your main mesh, and cannot be seen from ANY ANGLE at, you can delete that. deleting a trigger is ridiculous though.
http://www.youtube.com/watch?v=Wut0dtMsMOU 0:25 - 0:29 you can see the trigger in the shotgun reloading animation

this is the thompson from bioshock. i couldnt find a higher res pic, but you can even see him pull the trigger during the firing animation, and you see both sides of the trigger clearly in the reloading animation.

E: and again crunch, if i were to model your face, what would you say if i left your nose off? what would you say if i deleted some faces under your chin because they arnt seen from many angles?
Edited by Donut on Sep 1, 2009 at 09:06 PM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Sep 1, 2009 11:05 PM    Msg. 2331 of 12975       
You can see the trigger being pulled in the thompson (I think) from CoD 5.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 1, 2009 11:54 PM    Msg. 2332 of 12975       
http://www.xfire.com/video/12a7fd/

Still a WIP. Please ignore the large gaping hole at the top of the gun, as well as smaller, harder to see holes.


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Sep 2, 2009 10:55 AM    Msg. 2333 of 12975       
The model was probably based modeled upon the WaW mis named carbine, So yes it is good. The sound is just a tad grainy, and the large gaping hole cannot be unoticed.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 2, 2009 11:03 AM    Msg. 2334 of 12975       
Which is why I correctly labeled it the M1 carbine, not the M1A1.

As for the sounds, they're recorded from the game, and filtered out in Audacity. I couldn't figure out how to rip SFX sounds from CoD WaW, so I went for the next best thing.


Advancebo
Joined: Jan 14, 2008


Posted: Sep 2, 2009 02:42 PM    Msg. 2335 of 12975       
It cant be a waste of polygons if its not seen. Its not rendered, so it doesnt matter.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 2, 2009 03:05 PM    Msg. 2336 of 12975       
Quote: --- Original message by: Advancebo
It cant be a waste of polygons if its not seen. Its not rendered, so it doesnt matter.

false. unless you specifically tell the engine not to render unseen geometry, it still has to render it.
your saying if the camera isnt pointed at it then it doesnt have to render, right? thats different if your camera is looking at the "unseen" geometry
Quote: --- Original message by: SargentCrunch
Well leaving some faces off the bottom of the chin would be ok, and a trigger is not necessary what so ever unless the animator says it will be shown. If you go an watch Gnomon Workshop dvds it shows the workflow that REAL game companies use. For example this on guy made the out line of the gun and then the animator did a rig on it and did some basic animations to show the modeler what is going to be shown, and then the modeler did what was necessary. Yeah, ICEE you are right, but a trigger is hardly ever shown, like in Halo 3, I think you only see the trigger on the pistol(?) not any other guns. Also, if you had first person legs you could delete the soles of the shoes, the backs of the legs, the butt, and some other parts that won't be seen, its a waste of polygons.

.... i linked to a video for the specific purpose of showing that the shotgun anims in halo 3 show the trigger. REAL game companies screw up models too, just so you know. 3ds max can render at least 70k triangles before is starts to skip a little bit. there is no way in hell youre going to put a 70k triangle object ingame, but the point is that you can animate that high poly mesh in max. then you would delete unseen faces, and then unwrap / bake textures.
Edited by Donut on Sep 2, 2009 at 03:27 PM


Advancebo
Joined: Jan 14, 2008


Posted: Sep 2, 2009 04:48 PM    Msg. 2337 of 12975       
Is done:





3632 Triangles
1765 Polygons


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 2, 2009 05:30 PM    Msg. 2338 of 12975       
your wire on the flashlight is far too thin


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 2, 2009 05:52 PM    Msg. 2339 of 12975       
dude.... im sorry, but are you serious right now? reading is a virtue. use it. 3ds max can display many more triangles than a game can. go back and read what i said before. you animate the high poly mesh, bake hires mesh onto lower res mesh, use the animations to decide which faces can be deleted, delete unseen faces in lower res mesh.

im saying you dont have to reduce the amount of triangles on anything except the final model going ingame. said final model isnt the only model. hunter's gun isnt the final model.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Sep 2, 2009 06:51 PM    Msg. 2340 of 12975       
Quote: --- Original message by: SargentCrunch
That video helped prove my point, the animator shows rough animations and the modeler adds detail that would be seen, in this case a trigger. But, I bet the other guns that don't show a trigger in game, don't have triggers because its a waste of polygons. What does 3ds Maxes rendering capabilities have to do with this?


Are you serious? The point is that 3ds max can render things that games cannot. The point is, you animate in max and then cut out the unnecessesary faces. Donut and I have done this process together countless times. As the animator, I can tell you that animating pre-optimized models is not good. You are limited to showing only the detailed side of the gun, while otherwise you might show much more. let me give you an example here.


see the massive gaping hole inside the slide? The modeler didn't think it would ever be seen. He was incorrect.


Advancebo
Joined: Jan 14, 2008


Posted: Sep 2, 2009 07:02 PM    Msg. 2341 of 12975       
and that animation basically shows all parts of the gun.


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: Sep 2, 2009 07:08 PM    Msg. 2342 of 12975       
Quote: --- Original message by: Headhunter09
Quote: --- Original message by: Donut
does png support animation?

No, I was mislead. :\
You can make Animted PNGs. http://en.wikipedia.org/wiki/APNG


Advancebo
Joined: Jan 14, 2008


Posted: Sep 2, 2009 07:11 PM    Msg. 2343 of 12975       
Quote: --- Original message by: gruntfromhalo
Quote: --- Original message by: Headhunter09
Quote: --- Original message by: Donut
does png support animation?

No, I was mislead. :\
You can make Animted PNGs. http://en.wikipedia.org/wiki/APNG


This is what I think of APNG:

JPG < PNG
GIF < APNG


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Sep 2, 2009 07:52 PM    Msg. 2344 of 12975       



Keep in mind, this is also a high-poly model, with over 100,000 polies I believe, something like that.

Modelers need to watch their art, and make sure to communicate with both the skinner and animator. The skinner, in order to get an idea of how they'll skin it and what details he can leave out and what he should add in. The animator, in order to get an idea of how they're going to animate it so that he can add the details needed and that will be shown, optimizing those that are not.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 2, 2009 07:58 PM    Msg. 2345 of 12975       
uh..... i cant help but wonder what you guys are trying to prove here. first you want to leave the trigger out to reduce triangle count, and now youre saying normal maps arnt needed
E: and APNG is interesting. it supports higher quality animated images than gif. thats nice for animations, however i would assume it would increase file size by a lot. it also seems firefox is the only browser with APNG support at the moment.

Firefox supremacy.
Edited by Donut on Sep 2, 2009 at 08:01 PM

 
Page 67 of 371 Go to page: · 1 · ... · 64 · 65 · 66 · [67] · 68 · 69 · 70 · ... · 371 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Sat January 21, 2023 9:12 AM 860 ms.
A Halo Maps Website