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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 254 of 371)
Moderators: Dennis

Skidrow925
Joined: Mar 19, 2010

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


Posted: Jul 19, 2011 02:31 PM    Msg. 8856 of 12975       
Quote: --- Original message by: The Cereal Killer
I'm not sure what pictures you're referring to (they're all awesome) but that's my site, or more accurately my subdomain for FTP.


tucker933.com? wait what? I still want to know what my ship is doing there.
And I was talking about your "friend" or did you finally remove those pictures?

Quote: --- Original message by: Tiel


I can't help but feel I'm doing something wrong :/

First ever weapon model, I just can't kriffing grasp the concept of plane modeling.

Ummm......


Here's a list:

Too wide.
No detail.
No wireframe.


Always post a wireframe.

I recommend importing a model for reference.

That's about all I see right now but I am sure there is more.

And for plane modelling here is a tut.
http://www.youtube.com/watch?v=pD6AlOPzSro

It isn't exactly about weapons but the concept is the same.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jul 19, 2011 03:15 PM    Msg. 8857 of 12975       
cereal-killer.tucker933.com is my subdomain for tucker933.com; Tucker, who is my friend, owns the server and gave me a subdomain for online file storage. I'm not sure how much better I can explain that.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 19, 2011 08:40 PM    Msg. 8858 of 12975       
IMO, tessallating and extruding for detail. Then move verts around. Veteran modelers here will probably disagree, but that seems like it would work. I've only tried that with bsp modeling, but I'd like to see how it'd go with weapons.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 19, 2011 08:52 PM    Msg. 8859 of 12975       
Any modeler can tell you that tessellation is not a good idea. Try cut instead?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 19, 2011 08:52 PM    Msg. 8860 of 12975       
Just a quick 10 min model. Mostly just proof of concept, but I might try to get a good usable model out of it if have the time.





Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 19, 2011 08:58 PM    Msg. 8861 of 12975       
Quote: --- Original message by: SlappyThePirate
Any modeler can tell you that tessellation is not a good idea. Try cut instead?



It's useful for newbies at bsp modeling. ( me )': )


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 19, 2011 10:29 PM    Msg. 8862 of 12975       


Reach inspired. Needs a lot of optimization textures and animations.

9.6k tris.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 19, 2011 10:38 PM    Msg. 8863 of 12975       
Barrel should be smaller, and make sure you smooth out the stock and handle.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 20, 2011 12:57 AM    Msg. 8864 of 12975       
Quote: --- Original message by: rerout343
Just a quick 10 min model. Mostly just proof of concept, but I might try to get a good usable model out of it if have the time.

http://screenshot.xfire.com/s/115923219-3.jpg

http://screenshot.xfire.com/s/115923214-3.jpg


...I like. O.O


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 20, 2011 03:22 AM    Msg. 8865 of 12975       
Quote: --- Original message by: Spartan 279


Reach inspired. Needs a lot of optimization textures and animations.

9.6k tris.

9,000 triangles? I'd like to see the wireframe on this because something like this shouldnt exceed maybe 3-4k.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 20, 2011 03:53 AM    Msg. 8866 of 12975       
Dont really know how tyo make good wires

didnt model in 3ds (i know im a noob stfu)
and now its like 3k


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 20, 2011 02:20 PM    Msg. 8867 of 12975       
Just duplicate your model, and apply the "Push" modifier. Fiddle around with the value until the wireframe model is just a little bit bigger than the real model. Then go to the material editor, and apply a new material to the Pushed model. This new material should have the "Wire" checkbox turned on. And that's it, perfect wireframe.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 20, 2011 02:46 PM    Msg. 8868 of 12975       
1. Select your model.
2. Ctrl + V - Create copy.
3. Push modifier, value: 0.01
4. Give the duplicated objects a black material, and set the material to wire (checkbox).

Don't unselect the duplicated objects are it's a pain to select them again to delete. Note that the triangle count will double as you have just duplicated everything, so delete the copies before getting triangle counts.


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Jul 21, 2011 11:46 PM    Msg. 8869 of 12975       
Quote: --- Original message by: Skidrow925
tucker933.com? wait what? I still want to know what my ship is doing there.
And I was talking about your "friend" or did you finally remove those pictures?


What?


olly12345
Joined: Jul 30, 2008


Posted: Jul 22, 2011 05:19 AM    Msg. 8870 of 12975       
Quote: --- Original message by: Spartan 279
Dont really know how tyo make good wires

didnt model in 3ds (i know im a noob stfu)
and now its like 3k

what did you use?


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 25, 2011 07:52 PM    Msg. 8871 of 12975       


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 25, 2011 08:28 PM    Msg. 8872 of 12975       
"Some Gears of wars ennemies just use around 5000-6000 polygons
and they look reaaly deatailld in game with use of normal maps "

quote from a guy when looking up images


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 25, 2011 08:46 PM    Msg. 8873 of 12975       
Quote: --- Original message by: DEEhunter
Picture


Meh. Needs work.


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 25, 2011 08:55 PM    Msg. 8874 of 12975       
Ya man talking down on something and not being specific sure makes me look cool.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 25, 2011 09:00 PM    Msg. 8875 of 12975       
its a great hi poly model but if you plan on bringing it in game then leave the details to textures

modeling something like this you prolly already know


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 25, 2011 09:03 PM    Msg. 8876 of 12975       
Because clearly I intended to leave the detail work to the textures.


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: Jul 25, 2011 09:51 PM    Msg. 8877 of 12975       
beautiful :')

you intend to make an tag outta this?


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Jul 25, 2011 10:49 PM    Msg. 8878 of 12975       
Quote: --- Original message by: antiblood
beautiful :')

you intend to make an tag outta this?
yeh broz hez tots gun explort 2,000,000 polyz, 'cause hez gawt a fracking supah cumputer. Now, on a more serious note: It looks good, minus that clipping in the front (I'm probably the only one who can see it.).
Now, back on a less seriously note: HAI GUIZ, I R MAED NUW GUNZ, CHECK 'ER OWT!

HOW DUZ IT LOOK? I R THINKZ IT RLY GUD, WUT ABOUT U GUIZ? OH MI GAWDZ I FORGOT TEH END OF TEH IMG TAG >.<

Sincerely,

Amazingcuzimnot


P.S. please don't ban meh, Dennis, 'twas just joking, and I did throw some valid criticism in there, right?
Edited by Amazingcuziam on Jul 25, 2011 at 10:51 PM
Edited by Amazingcuziam on Jul 25, 2011 at 10:53 PM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 25, 2011 11:31 PM    Msg. 8879 of 12975       
I think there's only about 5 people here that really understand the purpose of subdivision modelling.
Edited by UnevenElefant5 on Jul 25, 2011 at 11:31 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jul 25, 2011 11:40 PM    Msg. 8880 of 12975       
Quote: --- Original message by: UnevenElefant5

I think there's only about 5 people here that really understand the purpose of subdivision modelling.
Edited by UnevenElefant5 on Jul 25, 2011 at 11:31 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 26, 2011 12:58 AM    Msg. 8881 of 12975       
http://en.wikipedia.org/wiki/Gyrojet

Who wants to make a gyrojet....?


olly12345
Joined: Jul 30, 2008


Posted: Jul 26, 2011 01:08 AM    Msg. 8882 of 12975       
http://www.youtube.com/watch?v=hFHdhVcvI9I
For a person relatively new to the weapon animation scene, how is this?


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jul 26, 2011 02:54 AM    Msg. 8883 of 12975       
Quote: --- Original message by: olly12345
http://www.youtube.com/watch?v=hFHdhVcvI9I
For a person relatively new to the weapon animation scene, how is this?


Please take off the motion blur, you aren't quite at teh_lag's level yet, so we can't assume that whatever's being blurred is actually really good under there. Like a potentially unattractive girl with a whole make-up kit applied to her face to the extent where you can't get a decent rating on her.

But from what I can make out, the origins need some work, as it seems to be tilted too far to the right. The thumb should be around the gun, not awkwardly placed with the rest of the fingers. Ready is... workable, except for the clipping with the hand holding the gun. Firing is okay. Reload seems a little robotic during the mag-out and the return to origin. Try to add a few more rotation points from point A to point B. Oh, and make it point A to point B to point C, etc. (not sure if I'm making sense here, but if done right, it'll look much better). Grenade throw is too jerky, and the angle of approach as the hand moves into the screen seems too far to the left.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 26, 2011 03:00 AM    Msg. 8884 of 12975       
http://www.youtube.com/watch?v=EoNiBVnNBug

SUCKS INORITE!

Anyway, after 4 (wow, 5 months TODAY now actually) months of animating. I have concluded that FP Animation is a dead end for me since I ave nothing to show for someone of 5 months practice, so with hence forth

I currently resign from FP Animating (publicly at least) (for now) as I suck, even though i had 5 months practice and Ideas and etc.

(also my first bolt pull)
Anyway, FP Animating, I bid you adeu.


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jul 26, 2011 03:17 AM    Msg. 8885 of 12975       
Quote: --- Original message by: Spartan 279
http://www.youtube.com/watch?v=EoNiBVnNBug

SUCKS INORITE!

Anyway, after 4 (wow, 5 months TODAY now actually) months of animating. I have concluded that FP Animation is a dead end for me since I ave nothing to show for someone of 5 months practice, so with hence forth

I currently resign from FP Animating (publicly at least) (for now) as I suck, even though i had 5 months practice and Ideas and etc.

(also my first bolt pull)
Anyway, FP Animating, I bid you adIeu.


The animation is clearly too robotic. See my "point A to point B to point C etc rotation" advice above.

No reason to give up. But if you really want to quit, I won't don some shining white armor and block the exit with falsely encouraging protests. But please remind me, outside of these animations, what else have you done? I get you mixed up with all the other Spartans/Spartins/Sergeant1337s around here.


olly12345
Joined: Jul 30, 2008


Posted: Jul 26, 2011 05:38 AM    Msg. 8886 of 12975       
Quote: --- Original message by: doompig444
Quote: --- Original message by: olly12345
http://www.youtube.com/watch?v=hFHdhVcvI9I
For a person relatively new to the weapon animation scene, how is this?


Please take off the motion blur, you aren't quite at teh_lag's level yet, so we can't assume that whatever's being blurred is actually really good under there. Like a potentially unattractive girl with a whole make-up kit applied to her face to the extent where you can't get a decent rating on her.

But from what I can make out, the origins need some work, as it seems to be tilted too far to the right. The thumb should be around the gun, not awkwardly placed with the rest of the fingers. Ready is... workable, except for the clipping with the hand holding the gun. Firing is okay. Reload seems a little robotic during the mag-out and the return to origin. Try to add a few more rotation points from point A to point B. Oh, and make it point A to point B to point C, etc. (not sure if I'm making sense here, but if done right, it'll look much better). Grenade throw is too jerky, and the angle of approach as the hand moves into the screen seems too far to the left.

Motion blur was just to make it look a bit nicer, it's for my 3D graphic design class, so i had to make it look good.
Thanks for the crit though, i'll definitely work on it tonight, probably add an actual bolt pull.
Also this is done on blender, but i under stand the idea of point a-b-c thing.
Will post results tomorrow.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 26, 2011 08:46 AM    Msg. 8887 of 12975       
Quote: --- Original message by: doompig444

The animation is clearly too robotic. See my "point A to point B to point C etc rotation" advice above.

No reason to give up. But if you really want to quit, I won't don some shining white armor and block the exit with falsely encouraging protests. But please remind me, outside of these animations, what else have you done? I get you mixed up with all the other Spartans/Spartins/Sergeant1337s around here.


Me? Spartan-279.
Spent 3 months experimentation with sapien, joined the forum, tried my hand a campaign before failing on the bsp modeling (out of ideas for a city bsp) than spent 5 months learning to animate and use 3ds and failing at animating and deciding to quit fp, will stil go back o be doing like CGI movies and whatevs.
Edited by Spartan 279 on Jul 26, 2011 at 08:46 AM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jul 26, 2011 09:09 AM    Msg. 8888 of 12975       
Quote: --- Original message by: olly12345
http://www.youtube.com/watch?v=hFHdhVcvI9I
For a person relatively new to the weapon animation scene, how is this?
It really isn't bad at all, but the movements are quite intriguing. Are you using Max or another program?


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 26, 2011 09:18 AM    Msg. 8889 of 12975       
Quote: --- Original message by: DEEhunter


Looks good Dee. I see you also have Max 2012 wit the retarded shading on smooth edges. :P

Also, at posts before this, can't be bothered to quote. But why are people retards and try to act smart and say LEAVE DETAILS TO TEXTURES, when it is rather obvious this is a highpoly model...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 26, 2011 09:35 AM    Msg. 8890 of 12975       
I guess they just hare about stuff getting ingame, and I don't exactly blame them.

 
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