
UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 25, 2009 01:11 AM
Msg. 2836 of 12975
Third pic has a yellow tint to it. Looks wierd. And dun you go stealin mp2sp's silenced AR idea :V
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 25, 2009 01:30 AM
Msg. 2837 of 12975
it kind of looks like he already "stole" your idea from the picture there.
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Oct 25, 2009 07:12 AM
Msg. 2838 of 12975
Inferno's working on sexifying some Halo shaders for the UT3 port project:    He may also go about doing some normal maps at some point. Edited by Marka Haiyana on Oct 25, 2009 at 07:15 AM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 25, 2009 10:32 AM
Msg. 2839 of 12975
Use the Halo 2 needler since it has normal maps, and use the normal maps from Halo 2 for the PR and PP. Edited by Advancebo on Oct 25, 2009 at 10:32 AM
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 25, 2009 11:03 AM
Msg. 2840 of 12975
Quote: --- Original message by: UnevenElefant5
And dun you go stealin mp2sp's silenced AR idea :V the idea isnt new. cad made it years ago, and put it in a vid on his putfile account. (and i made one a couple years ago, too) Edited by Invader Veex on Oct 25, 2009 at 11:23 AM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 25, 2009 11:18 AM
Msg. 2841 of 12975
:C
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 25, 2009 12:20 PM
Msg. 2842 of 12975
I've gotten complaints on the stretched-looking hexagons. So let me know, hexagons  or no hexagons? 
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2009 01:43 PM
Msg. 2843 of 12975
Hexagons.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 25, 2009 01:44 PM
Msg. 2844 of 12975
Definately no hexagons.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 25, 2009 01:58 PM
Msg. 2845 of 12975
i dont know why people are complaining about the hexagons being stretched. why is that a problem? i like it more with the hexagons, since the other one just has no hexagons. they add more to the skin imo
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SegwayMaster1324
Joined: Feb 7, 2009
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Posted: Oct 25, 2009 02:14 PM
Msg. 2846 of 12975
Quote: --- Original message by: Gamma927 Hexagons. .
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Oct 25, 2009 03:05 PM
Msg. 2847 of 12975
Quote: --- Original message by: UnevenElefant5 Third pic has a yellow tint to it. Looks wierd. And dun you go stealin mp2sp's silenced AR idea :V I did that back in 06 I just had advancebo re-do it for me again
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Hry
Joined: Sep 1, 2008
:)
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Posted: Oct 25, 2009 03:17 PM
Msg. 2848 of 12975
Quote: --- Original message by: Gamma927 Hexagons.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 25, 2009 03:57 PM
Msg. 2849 of 12975
hexagons.
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CorruptedHalo
Joined: May 18, 2009
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Posted: Oct 25, 2009 04:43 PM
Msg. 2850 of 12975
I must concur with the majority of the above posts about the visual representation of your interpretation of the Plasma Rifle weapon system.
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 25, 2009 04:55 PM
Msg. 2851 of 12975
And why would you do that, sir? (what don't you like about the hexagons)
e. nvm, read it wrong Edited by Invader Veex on Oct 25, 2009 at 05:13 PM
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CorruptedHalo
Joined: May 18, 2009
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Posted: Oct 25, 2009 05:03 PM
Msg. 2852 of 12975
I apologize if my previous statement was not clear enough; I meant to imply that the hexagon pattern you placed upon your weapon was to my personal sense of liking.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 25, 2009 05:17 PM
Msg. 2853 of 12975
Quote: --- Original message by: Invader Veex I think i like this one best. Seems like really good shaders.
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halo3n00b
Joined: Dec 8, 2008
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Posted: Oct 25, 2009 06:22 PM
Msg. 2854 of 12975
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 25, 2009 06:28 PM
Msg. 2855 of 12975
finish an animation before posting it, then. also. i never see the magazine completely dissapear.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 25, 2009 06:47 PM
Msg. 2856 of 12975
It's not really a hard thing to do, in fact it's one of the most important parts of animating. The whole feel of that particular animation in a set is determined by the return to origin, you can't just neglect it and tell people to ignore it. Your origin is kind of screwy also, you really need to work on your fingers actually gripping the gun rather than having them well... sit in them, as you have now. I don't even know what your thumb is doing. The mag doesn't even disappear off the screen, and it flies off the gun completely wrong also. The gun should be in the final part of the mag-flick animation for about 5 or so frames. The insert looks weak, and the whole palm is clipping the mag. Move your shoulder up more so that it seems more powerful when you put the mag on as well. The fingers when you put it on are good, has some nice style to it. How much time [about] did you spend on it? Edited by ODX on Oct 25, 2009 at 06:50 PM
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halo3n00b
Joined: Dec 8, 2008
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Posted: Oct 25, 2009 08:30 PM
Msg. 2857 of 12975
i fixed the return to origin, it only looks like the clip isnt going out of the view in the render, ingame you cant see it, and it took be about 15 to 20 mins.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2009 09:27 PM
Msg. 2858 of 12975
Change the FOV of the render.
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halo3n00b
Joined: Dec 8, 2008
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Posted: Oct 25, 2009 09:37 PM
Msg. 2859 of 12975
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 25, 2009 09:47 PM
Msg. 2860 of 12975
OK, please, ffs, HIDE YOUR NODES AND MARKERS. Right Click after you select, go to properties, and check 'unrenderable.' Your actually mag flying off the gun is still horrid, and I can even see a frame of it where it starts it's movement to the hand. Really, work on that, it's an important part of the reload.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2009 09:51 PM
Msg. 2861 of 12975
The fingers don't move at all when the left hand goes below the screen.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 25, 2009 10:22 PM
Msg. 2862 of 12975
I believe i gave you some valid tips and crit earlier. You didn't take my advice.
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Oct 26, 2009 08:39 AM
Msg. 2863 of 12975
With that reload the clip flies right off, give it some trajectory and it would look nice
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halo3n00b
Joined: Dec 8, 2008
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Posted: Oct 26, 2009 11:47 AM
Msg. 2864 of 12975
meh i must have forgotten
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Oct 28, 2009 01:09 PM
Msg. 2865 of 12975
It's a bit boxy around the grip, perhaps chamfer those edges a few times to form a curvature on the grip. The trigger is a bit too thick if you ask me, and I do think you need more details around the gun, maybe add a few screws and bolts around it. I like the design, it's really thought out.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Oct 28, 2009 03:55 PM
Msg. 2866 of 12975
OMG HE LIKES MAI DESIGN!!! =)
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 28, 2009 04:40 PM
Msg. 2867 of 12975
Barrel seems short for a sniper rifle.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 28, 2009 05:55 PM
Msg. 2868 of 12975
Quote: --- Original message by: Xel It goes into the rifle, you know?... so does every other barrel in existence.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 28, 2009 06:23 PM
Msg. 2869 of 12975
Stock is :C Make it a better stock, longer barrel and you have a great concept.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 28, 2009 06:28 PM
Msg. 2870 of 12975
doesnt even seem like a stock to me. if it is, then its WAY to close to the handle. you hand is going to be all scrunched up against your shoulder when you try to fire it
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