
CorruptedHalo
Joined: May 18, 2009
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Posted: Nov 15, 2009 09:46 PM
Msg. 3151 of 12975
whats with all the CoD fanboys in Halo CE modding? And most of all, why are you discussing it in OUR (halo fanboys) thread?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Nov 16, 2009 12:41 AM
Msg. 3152 of 12975
call of duty has some pretty amazing animations. anybody who denies that is ignorant.
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Nov 16, 2009 12:46 AM
Msg. 3153 of 12975
Remember what Bungie said about Halo ODST? NO new engine, just alot of slave work to make better assets.
same way for crysis/cod, sure, they got a sweet engine and such, but there is no denying that COD just makes better FP animations IF YOU JUST LOOK AT THE ANIMATIONS, motion capture and realism or not, it just goes for looks at the end.
Port a few to crysis, then come back and say "ty for opening my world infinity ward"
has nothing to do with COD nor Crysis or their engine for that matter at all, purely the animation quality. Put them both in the same engine, and CoD comes out best, there's no denying that. Edited by BeachParty clan on Nov 16, 2009 at 12:48 AM
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 16, 2009 01:10 AM
Msg. 3154 of 12975
Quote: --- Original message by: BeachParty clan
Remember what Bungie said about Halo ODST? NO new engine, just alot of slave work to make better assets.
same way for crysis/cod, sure, they got a sweet engine and such, but there is no denying that COD just makes better FP animations IF YOU JUST LOOK AT THE ANIMATIONS, motion capture and realism or not, it just goes for looks at the end.
Port a few to crysis, then come back and say "ty for opening my world infinity ward"
has nothing to do with COD nor Crysis or their engine for that matter at all, purely the animation quality. Put them both in the same engine, and CoD comes out best, there's no denying that. Edited by BeachParty clan on Nov 16, 2009 at 12:48 AM ^ this. It doesn't matter what the engines capabilities are, the animations are only as good as their animator.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Nov 16, 2009 02:48 AM
Msg. 3155 of 12975
so ya redid rails,scope(a bit) and made it look like flashlight is acutally attached: 
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Nov 16, 2009 03:08 AM
Msg. 3156 of 12975
Quote: --- Original message by: ICEE It doesn't matter what the engines capabilities are, the animations are only as good as their animator. That's true to some extent. Halo 1's engine has no between-frame interpolation. Ported to another engine, the animations look much smoother.
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halo3n00b
Joined: Dec 8, 2008
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Posted: Nov 16, 2009 12:18 PM
Msg. 3157 of 12975
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Nov 16, 2009 12:27 PM
Msg. 3158 of 12975
@Geared
Render a wireframe, and make a normal render with a few lights and make the material applied to it shiny so people can see curves, and you could turn shadows on so it looks cool.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 16, 2009 02:55 PM
Msg. 3159 of 12975
the heat shield looks really disproportionate. the receiver also looks a bit cartoony with details. Theres nothing wrong with that though, its a good graphic style. if your shooting for realism, you may want to rethink the way you do minute details though.
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Nov 16, 2009 07:24 PM
Msg. 3160 of 12975
Geared, your handle is making your weapon look bad. I suggest re-looking at your hard shapes and your soft shapes. I like some of the curves on the wep, but you went lazy and rushed parts on the gun and made them boxy. If you want a good looking model, even with out a texture, go all the way man. Dont make half of it look good, and half bad.
Also, do a new color and new render style, cause it looks kinda blury, or it might just be cause im tired. Anyways, good luck!
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Nov 17, 2009 07:25 PM
Msg. 3161 of 12975
1: my first attempt at cell shading, i know retarded but since im doing my school project liek this, i want ur thoughts: (obviously the final wont be all 1 color) 2: some smg i made while bored in class: (NOTE I Know there isnt a trigger...i know....) 
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 17, 2009 08:21 PM
Msg. 3162 of 12975
Silencer looks ridiculously large in the second picture.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Nov 17, 2009 10:57 PM
Msg. 3163 of 12975
I'd say reduce the length of the silencer.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 18, 2009 02:25 AM
Msg. 3164 of 12975
big silencers work quite well. I see no reason for it to be smaller. It looks cool this way
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Nov 18, 2009 04:59 AM
Msg. 3165 of 12975
Quote: --- Original message by: ICEE big silencers work quite well. I see no reason for it to be smaller. It looks cool this way True, but such guns are meant for close combat, long barrels sticking around corners was exactly what they wanted to avoid, a long silencer entirely nullefies that so in my opinion the silencer should be somewhat shorter, but i really like the model
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 18, 2009 06:09 AM
Msg. 3166 of 12975
It looks pretty standard to me, I say keep the silencer. It looks cool.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Nov 18, 2009 07:59 AM
Msg. 3167 of 12975
yes i was still trying out cellshading(different number of layers, as well as different ink width.
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Nov 18, 2009 11:01 AM
Msg. 3168 of 12975
No, that looks more like a 16bit color pic.
Try a diff color or something, lol.
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Nov 18, 2009 11:35 AM
Msg. 3169 of 12975
To receiver decent crit on a model, we need to be able to at least see the model and its details. So, I refer you to this http://www.modacity.net/forums/showthread.php?t=9328Also, on the subject of weapons, being a game art major I'm currently taking an introductory class in Maya (I think I'm starting to fall in love, forgive me 3DS :( ). For the final project of the class we need to model what ever we can think of. So naturally, I started a gun. OC-14 Groza to be exact. This is what I have for the high poly so far, sorry not Sub divided that's next on list of things to learn. Do note that basically everything forward of the receiver is not finished, just the general shape is. Modeled in Maya, rendered in Max  Also lighting turned out a wee bit bright, might re-render it when I get a minute or two. Edited by PenGuin1362 on Nov 18, 2009 at 11:38 AM
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Nov 18, 2009 11:46 AM
Msg. 3170 of 12975
hows that? Edited by Geared on Nov 18, 2009 at 12:04 PM
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 18, 2009 04:28 PM
Msg. 3171 of 12975
In some shots the grip seems a bit thick. Also, the stock should be bending down just by a slight 5 or so degrees from the seam/opened spot between the handle and magazine. The release should also not be a box, but I'm sure you know that one. Quick question also: Are you limited to a certain amount of polies? Because, obviously enough, the magazine has no inside/bullet to cover it, so I was just wondering if you were either not finished or trying to keep it low.
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Nov 18, 2009 05:55 PM
Msg. 3172 of 12975
grip is like that just because of the poor render, didn't notice it at first but I should re-render it. The magazine release is a box because it both the high poly and low poly it serves no visual purpose and it was a detail I didn't feel like was worth the time. And yes it's still a work is progress, magazine is not finished either.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 18, 2009 06:30 PM
Msg. 3173 of 12975
I wonder how you would hold that gun (penguins).
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Nov 18, 2009 08:42 PM
Msg. 3174 of 12975
Quote: --- Original message by: ICEE I wonder how you would hold that gun (penguins). I suppose its a short weapon , sort of FAMAS/UZI combination. Single hand holding it. Geared , nice smg =D
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Nov 18, 2009 09:04 PM
Msg. 3175 of 12975
Quote: --- Original message by: ICEE I wonder how you would hold that gun (penguins). I would assume similar to the style of a pistol
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 18, 2009 09:04 PM
Msg. 3176 of 12975
Quote: --- Original message by: ICEE I wonder how you would hold that gun (penguins). Simple, dominate hand on the handle first, then the other on it to support. Doing a quick search though, you can also attach a grenade launcher or a simple front handle to it...although it looks funky.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 18, 2009 10:05 PM
Msg. 3177 of 12975
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Nov 18, 2009 10:28 PM
Msg. 3178 of 12975
Quote: --- Original message by: ODXQuote: --- Original message by: ICEE I wonder how you would hold that gun (penguins). Simple, dominate hand on the handle first, then the other on it to support. Doing a quick search though, you can also attach a grenade launcher or a simple front handle to it...although it looks funky. I plan on doing the front grip, even though it does look kinda ugly, but the GL I don't really like so probably won't do that.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 18, 2009 10:33 PM
Msg. 3179 of 12975
I think it would look better holding it as a pistol to be honest.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Nov 19, 2009 06:23 PM
Msg. 3180 of 12975
i need helpz. see i want to do a reload, i got up to the point where the hands grab the clip, but i cant get the clip to follow the hand properly, cause either a it stays with gun o b it looks all wierd. how would i do this?
and yes i looked at tuts, he was getting animations ingame, i just need to animate(not for halo thou atm for school project, but might reuse it later)
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Nov 19, 2009 11:14 PM
Msg. 3181 of 12975
If you have IKs set up in the case of Ctrl Alt Destroy's maxscript, you should be able to select the left wrist IK controller and have it link to the magazine using the link constraints under the "motion" tab on the right panel. From there, don't animate the hand, animate the magazine with the hand attached properly. Edited by Marka Haiyana on Nov 19, 2009 at 11:16 PM
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Nov 20, 2009 12:03 AM
Msg. 3182 of 12975
dont animate the magazine, animate the magazine node. Hit me up on xfire if you want some help.
ukironclad
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Nov 20, 2009 12:34 AM
Msg. 3183 of 12975
yeah that's what I meant
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 20, 2009 12:35 AM
Msg. 3184 of 12975
Edited by Maniac1000 on Nov 20, 2009 at 12:35 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: Nov 20, 2009 12:37 AM
Msg. 3185 of 12975
I like it a lot.
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