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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 203 of 371)
Moderators: Dennis

Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Dec 4, 2010 08:06 PM    Msg. 7071 of 12975       
Quote: --- Original message by: AGLion
Unfortunately, my entire tagset, along with the EX41 (pimp-action) compiled files are gone with most of my desktop's hard drive, so I probably won't get that ingame without doing EVERYTHING I already did.

EFF FACEBOOK.
What happened?
Oh, and while im here, i'll show my current version of my magnum.

Edited by Amazingcuziam on Dec 4, 2010 at 08:18 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 08:35 PM    Msg. 7072 of 12975       
whats an average poly count for a weapon?


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Dec 4, 2010 08:41 PM    Msg. 7073 of 12975       
Quote: --- Original message by: Amazingcuziam
What happened?


Malware accidentally downloaded from Facebook embedded itself in my RAID controller driver, iaStor.sys. Now I cannot log on without encountering a BSOD, and now I have to bust my ass trying to fix it.

IDK why the hell I have a RAID controller anyway, much less a RAID Driver; I only have one hard drive.

As for the pistol, it still feels kinda off. Compared to the last one, it is vastly better. You should work on using references and imagining your model in a 3d sense to make your model more into proportion. From the first looks of it, it looks cumbersome and akward to hold.

However, I really like the front end of it. From the angle of it, it looks like it's actually 3d instead of a flat plane, and looks nicer compared to the rest of it. I would definitely keep the front end of the pistol.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 08:41 PM    Msg. 7074 of 12975       
Quote: --- Original message by: Amazingcuziam

Quote: --- Original message by: AGLion
Unfortunately, my entire tagset, along with the EX41 (pimp-action) compiled files are gone with most of my desktop's hard drive, so I probably won't get that ingame without doing EVERYTHING I already did.

EFF FACEBOOK.
What happened?
blahblahblahblah
He got a Virus and I am attempting to fix it so he can get his stuff back.

FYI Dennis was that you up there? That looks funny.


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Dec 4, 2010 08:46 PM    Msg. 7075 of 12975       
Quote: --- Original message by: Skidrow925
He got a Virus and I am attempting to fix it so he can get his stuff back.


-.-


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Dec 4, 2010 08:47 PM    Msg. 7076 of 12975       
Quote: --- Original message by: Skidrow925
FYI Dennis was that you up there? That looks funny.
No it wasn't. I don't look that good. But whoever it was, posting people's pictures in the forum is not acceptable. Just as re-posting a picture after it has been removed by the admin can get you banned.
Edited by Dennis on Dec 4, 2010 at 08:48 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 08:51 PM    Msg. 7077 of 12975       
im confused, what just happened?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 08:58 PM    Msg. 7078 of 12975       
Quote: --- Original message by: AGLion
Quote: --- Original message by: Skidrow925
He got a Virus and I am attempting to fix it so he can get his stuff back.


-.-

I meant helping...


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 09:02 PM    Msg. 7079 of 12975       
im modeling a weapon, how do i divide one plane on the top into several equal parts?


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 09:06 PM    Msg. 7080 of 12975       
Quote: --- Original message by: IcePhoenix
Progress on my refitting of a Halo 1 PR to a Reach PR. Took out the yellow bar near the "teeth", remade the teeth, made the back of the blue part on the top half a tad higher, and the fins on the top half a tad smaller.
Also made that odd notch thing between the two upper fins, but for some reason the bumps don't seem so pronounced, instead it looks kinda flat. Is this just because I haven't changed the shaders or something?

Great, my post got ignored because someone else posted their AR.
Need some feedback and answers please.


anonymous_2009
Joined: Jun 13, 2009


Posted: Dec 4, 2010 09:07 PM    Msg. 7081 of 12975       
Select two edges on the face which are opposite each other and click "Connect", then do the same for the other edges opposite each other but also select the new edge in the middle of the two an click "Connect" again.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 09:08 PM    Msg. 7082 of 12975       
Quote: --- Original message by: abkarch
im modeling a weapon, how do i divide one plane on the top into several equal parts?
Tessellate is the best way I have found as long as the number thingie is set to 0.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 09:11 PM    Msg. 7083 of 12975       
Quote: --- Original message by: anonymous_2009
Select two edges on the face which are opposite each other and click "Connect", then do the same for the other edges opposite each other but also select the new edge in the middle of the two an click "Connect" again.

Is this at me or the guy above me?
And if it is me I don't understand.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 09:21 PM    Msg. 7084 of 12975       
prob for me. thanks skidrow, tessalate worked ok for what i wanted to do

I know i suck at modeling. no need to tell me that. this is the first model ive ever finished. instead of telling me i suck, tell me what i should do better on my next one. yes, i am aware i hav not done a trigger yet.






Edited by abkarch on Dec 4, 2010 at 09:26 PM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 09:26 PM    Msg. 7085 of 12975       
Quote: --- Original message by: abkarch
prob for me. thanks skidrow, tessellate worked ok for what i wanted to do


lol np

As for that PR it looks kinda strange with those smoothing groups.


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Dec 4, 2010 09:29 PM    Msg. 7086 of 12975       
Quote: --- Original message by: PX173
http://img21.imageshack.us/img21/2971/m26ear.png


I think that your models suffer from something that a majority of both new and experienced modelers from. The model overall lacks depth and '3dness'.

What I mean is, that your model needs to have more featured of it which makes it look like that it is not just a flat plane. Using circular objects and curvy and intricate surfaces null that negative effect.

I understand that it's not entirely possible to add depth to a rifle, considering that on first impression, the rifle is just a flat object, but pay attention to features on the rifle. I find the AR-15 rifle to be a really nice example of this.

The AR-15 in it's basic form is a flat, standard rifle. When you take the time to model it, however, you need to pay attention to the major details of it. The forward assist is a circular device that goes on the right side of the rifle. The handguard is circular, with indents and rails on the top and sides. The sighting system and carrying handle is an integration with the receiver, and you need to make it look like it.

All of these tiny, almost insignificant details on the gun will immediately add depth and that '3dness' to your model. It'll no longer look like a flat, ugly model. But how does this apply to your model? I can immediately see areas where detail will greatly improve your model both fundamentally and aesthetically. Look at other guns and models where detail is added in good amounts.

Don't get too carried away though, a lot of the detail can be added in textures and normal maps. Insignificant triangles or circles indented into the rifle are usually not necessary.

Note that I'm an animator, and not a modeler, so I don't exactly know what modelers have to go through to create models like these. My only concern is how the model will look in a first person animation, and how I can work with it to create an animation. My criticism is purely built off of my own knowledge of animation and my impressions as a normal person looking at it.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 09:50 PM    Msg. 7087 of 12975       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: abkarch
prob for me. thanks skidrow, tessellate worked ok for what i wanted to do


lol np

As for that PR it looks kinda strange with those smoothing groups.

what's a smoothing group?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 09:53 PM    Msg. 7088 of 12975       
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: abkarch
prob for me. thanks skidrow, tessellate worked ok for what i wanted to do


lol np

As for that PR it looks kinda strange with those smoothing groups.

what's a smoothing group?
...
It is what makes the model not look like a bunch of flat triangles pieced together.
That is about the best way I can summarize it... You can switch them under editable mesh near hte bottom of the list thing... anyone wanna help me out here?


anonymous_2009
Joined: Jun 13, 2009


Posted: Dec 4, 2010 10:01 PM    Msg. 7089 of 12975       
Smoothing two faces next to each other tells the rendering engine that the normals should be averaged out using the two angles from the faces.

This means that there is also no seam between these two faces and makes an object look round instead loads of triangles. Objects are also split-up in the game engine based on the smoothing groups, that is why most game models all have ONE smoothing group but textures and normal maps hide this.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 10:03 PM    Msg. 7090 of 12975       
What he said.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 10:05 PM    Msg. 7091 of 12975       
anyone wanna provide some criticism...?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 10:07 PM    Msg. 7092 of 12975       
Quote: --- Original message by: abkarch
anyone wanna provide some criticism...?
On what? I forgot what you did.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 10:08 PM    Msg. 7093 of 12975       
the giant, four picture post i made last page


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Dec 4, 2010 10:10 PM    Msg. 7094 of 12975       
Quote: --- Original message by: abkarch
the giant, four picture post i made last page


This wasn't directed at your model, but I think it mostly sums up your model as well.

Quote: I think that your models suffer from something that a majority of both new and experienced modelers from. The model overall lacks depth and '3dness'.

What I mean is, that your model needs to have more featured of it which makes it look like that it is not just a flat plane. Using circular objects and curvy and intricate surfaces null that negative effect.

I understand that it's not entirely possible to add depth to a rifle, considering that on first impression, the rifle is just a flat object, but pay attention to features on the rifle. I find the AR-15 rifle to be a really nice example of this.

The AR-15 in it's basic form is a flat, standard rifle. When you take the time to model it, however, you need to pay attention to the major details of it. The forward assist is a circular device that goes on the right side of the rifle. The handguard is circular, with indents and rails on the top and sides. The sighting system and carrying handle is an integration with the receiver, and you need to make it look like it.

All of these tiny, almost insignificant details on the gun will immediately add depth and that '3dness' to your model. It'll no longer look like a flat, ugly model. But how does this apply to your model? I can immediately see areas where detail will greatly improve your model both fundamentally and aesthetically. Look at other guns and models where detail is added in good amounts.

Don't get too carried away though, a lot of the detail can be added in textures and normal maps. Insignificant triangles or circles indented into the rifle are usually not necessary.

Note that I'm an animator, and not a modeler, so I don't exactly know what modelers have to go through to create models like these. My only concern is how the model will look in a first person animation, and how I can work with it to create an animation. My criticism is purely built off of my own knowledge of animation and my impressions as a normal person looking at it.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 4, 2010 10:19 PM    Msg. 7095 of 12975       
Quote: --- Original message by: abkarch
the giant, four picture post i made last page


The handle doesn't look like someoen would want to hold it. See if you can round the back of the gun. Have you ever seen a real pistol? the back is rounded and the hammer takes up about 1/3 to 1/2 of the back not the whole thing.

Where the handle connects to the gun I think should be bigger. Also the clip should either be straight or curved more.

Over all not to shabby for a first.


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Dec 4, 2010 10:40 PM    Msg. 7096 of 12975       
Quote: --- Original message by: AGLion
Quote: --- Original message by: Amazingcuziam
What happened?

As for the pistol, it still feels kinda off. Compared to the last one, it is vastly better. You should work on using references and imagining your model in a 3d sense to make your model more into proportion. From the first looks of it, it looks cumbersome and akward to hold.

However, I really like the front end of it. From the angle of it, it looks like it's actually 3d instead of a flat plane, and looks nicer compared to the rest of it. I would definitely keep the front end of the pistol.
Ami rly gun hav 2 say dis agan? (English translation, Am i really going to have to say this again?) I said it before, and i'll say it again, I can't use "References" on that model, (other than my sketches) because it is NOT a remake, i am making it purely off a sketch of mine. So, sorry but using refs is kinda out of the question lol... I actually find it funny that you like the front part, i find it to be somewhat awkward looking...


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Dec 4, 2010 11:01 PM    Msg. 7097 of 12975       
Then imagine your model in 3d sense. Paint a picture in your mind of how you want the model to look, then repaint that picture onto your model (figuratively). That's what I do with my animations.


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Dec 4, 2010 11:06 PM    Msg. 7098 of 12975       
Quote: --- Original message by: AGLion
Then imagine your model in 3d sense. Paint a picture in your mind of how you want the model to look, then repaint that picture onto your model (figuratively). That's what I do with my animations.
lol, i do, but i don't do particularly well with detail, (hence why i'm practicing)


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 11:21 PM    Msg. 7099 of 12975       
Quote: --- Original message by: anonymous_2009
Smoothing two faces next to each other tells the rendering engine that the normals should be averaged out using the two angles from the faces.

This means that there is also no seam between these two faces and makes an object look round instead loads of triangles. Objects are also split-up in the game engine based on the smoothing groups, that is why most game models all have ONE smoothing group but textures and normal maps hide this.

So... is there any way to make the notch seem more pronounced without changing the round parts?
Or should I just not care about it since the textures will hide the wierd shading?


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Dec 5, 2010 07:58 AM    Msg. 7100 of 12975       
Quote: --- Original message by: AGLion
Quote: --- Original message by: PX173
http://img21.imageshack.us/img21/2971/m26ear.png


I think that your models suffer from something that a majority of both new and experienced modelers from. The model overall lacks depth and '3dness'.

What I mean is, that your model needs to have more featured of it which makes it look like that it is not just a flat plane. Using circular objects and curvy and intricate surfaces null that negative effect.

I understand that it's not entirely possible to add depth to a rifle, considering that on first impression, the rifle is just a flat object, but pay attention to features on the rifle. I find the AR-15 rifle to be a really nice example of this...

This reply's a little late...

That was really my problem. I wanted it to be like the XM8 - simple. No extra grooves or extrusions, just what you need to have and making it better. I also made it ambidextrous, so it's completely symmetric. So far I'm content with the butt stock, the barrel, and the magazine, but the latter two is because there's not really more to add. If you're asking me it looks like the usual models with just some boxes and cylinders.

As for the other guy, sorry 'bout that, but pretty much it's the smoothing groups, as I and everybody else says.


anonymous_2009
Joined: Jun 13, 2009


Posted: Dec 5, 2010 07:59 AM    Msg. 7101 of 12975       
@IcePhoenix:

Screenshot?





Edited by anonymous_2009 on Dec 5, 2010 at 08:00 AM


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Dec 5, 2010 09:06 AM    Msg. 7102 of 12975       
Quote: --- Original message by: anonymous_2009

@IcePhoenix:

Screenshot?
Edited by anonymous_2009 on Dec 5, 2010 at 08:00 AM

^This. To comment on your PR, it looks good, or at least considerable from what we've seen.

And also, this. Crit for the new model pl0x?

Image was late.
Edited by PX173 on Dec 5, 2010 at 09:08 AM


anonymous_2009
Joined: Jun 13, 2009


Posted: Dec 5, 2010 09:40 AM    Msg. 7103 of 12975       
Quote: --- Original message by: PX173

Quote: --- Original message by: anonymous_2009

@IcePhoenix:

Screenshot?
Edited by anonymous_2009 on Dec 5, 2010 at 08:00 AM

^This. To comment on your PR, it looks good, or at least considerable from what we've seen.

And also, this. Crit for the new model pl0x?

Image was late.
Edited by PX173 on Dec 5, 2010 at 09:08 AM


My issues are similar to what someone else has already outlined, which is the depth of the overall weapon, sometimes you can't help as that's they way the weapon is designed.

But if you can compromise try and give it more depth so when you look down the side of the weapon it looks interesting and appealing and not just flat. here are some examples, using one of my own models because its a good example not trying to show off as people will see it that way:

You see that this is rather flat:

not very interesting to look at in a first person shooter.

Although the following has depth and looks interesting in first person:


It is also rather boxy, you got a reference image of the weapon?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 5, 2010 09:52 AM    Msg. 7104 of 12975       
not seen as showing off not when your good at what you do so...yeah nice model.
just wish there was more of your models put ingame.
Edited by ally on Dec 5, 2010 at 09:52 AM


Shockwave
Joined: Apr 7, 2010

Animator / Modeler / VFX


Posted: Dec 5, 2010 10:05 AM    Msg. 7105 of 12975       
Have you other views ?

 
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