
master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 16, 2012 12:27 PM
Msg. 5111 of 6707
looks more like something out of Crysis.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 16, 2012 04:00 PM
Msg. 5112 of 6707
Or Tron. Me like :P BTW are there any good rigging tutorials out there? I downloaded Jahrain's one but he didn't explain how he set up the model for the actual rigging.
E: Say... what would be the best bone to rig the cape to? Edited by Spartan314 on Sep 18, 2012 at 06:24 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 19, 2012 12:45 AM
Msg. 5113 of 6707
the mandible teeth are messed up and I have no idea how to approach the head texture. does anyone have the H3 elite head texture so I may reference it? i saw one sitting around these forums but can't seem to find it for the life of me. 
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Sep 19, 2012 03:05 AM
Msg. 5114 of 6707
Quote: --- Original message by: master noobthe mandible teeth are messed up and I have no idea how to approach the head texture. does anyone have the H3 elite head texture so I may reference it? i saw one sitting around these forums but can't seem to find it for the life of me. http://i.imgur.com/nbVXz.jpg lol dont use the forerunner tiles too add detail
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Sep 19, 2012 08:52 AM
Msg. 5115 of 6707
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Sep 19, 2012 09:52 AM
Msg. 5116 of 6707
Quote: --- Original message by: master noobthe mandible teeth are messed up and I have no idea how to approach the head texture. does anyone have the H3 elite head texture so I may reference it? i saw one sitting around these forums but can't seem to find it for the life of me. http://i.imgur.com/nbVXz.jpg Btw also if you want to make it look like reach's hexagon, im pretty sure the detail is not in the diffuse but, in a specular colour map and a specular level (specular) map.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 19, 2012 06:38 PM
Msg. 5117 of 6707
If you don't want make that specular map,you can do it using Halo's own shader system by using multipurpose alpha/alpha inverse.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 21, 2012 12:22 AM
Msg. 5118 of 6707
thanks :) thoughts thus far? 
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Sep 21, 2012 12:38 AM
Msg. 5119 of 6707
can you add scale textures to the skin?
also, the helmet skin is really not doing it for me :\
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 21, 2012 12:58 AM
Msg. 5120 of 6707
Eye seems a bit too small.
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Captain Obvious
Joined: Aug 8, 2011
My avatar quote is not very interesting.
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Posted: Sep 21, 2012 01:06 AM
Msg. 5121 of 6707
You modeled an Elite.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 21, 2012 10:07 AM
Msg. 5122 of 6707
Quote: --- Original message by: t3h m00kz
hate to say it but... not a fan. the mouth seems too wide, the coordinates in the mouth are all screwy. All it looks like so far is a model with a bump on it and no real details in any of the texture.
you really ought to sculpt, retopo and bake normals if you're going for an organic character model.
even in a non-OS setting I'm pretty sure you can bake the normals into the diffuse texture. Edited by t3h m00kz on Sep 21, 2012 at 12:46 AM If he already has a normal or bump map then he wouldnt need to sculpt or retopo. OS does away with the need to bake normals to the diffuse because the engine uses the data right from the normal map. Non OS would benefit from the baking of normals to the diffuse, but only slightly. You should properly utilize the multipurpose map and apply the bump through it. Edited by Maniac1000 on Sep 21, 2012 at 10:08 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 21, 2012 06:36 PM
Msg. 5123 of 6707
Quote: --- Original message by: t3h m00kz
hate to say it but... not a fan. the mouth seems too wide, the coordinates in the mouth are all screwy. All it looks like so far is a model with a bump on it and no real details in any of the texture.
you really ought to sculpt, retopo and bake normals if you're going for an organic character model.
even in a non-OS setting I'm pretty sure you can bake the normals into the diffuse texture. Edited by t3h m00kz on Sep 21, 2012 at 12:46 AM the mouth has been bugging me and the UVs are still a tad off, but there is no bump map (its all diffuse-specular). will edit post with pictures of edited face (larger eyes, thinner mouth, scales) EDIT: here's a link to the images, since there are a lot of them. the headband thing is still a heavy WIP. http://imgur.com/a/LEyQA Edited by master noob on Sep 21, 2012 at 06:49 PM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Sep 22, 2012 07:19 AM
Msg. 5124 of 6707
Lol congratz. The arbiter is now a fish :P.
Inb4 reptiles have scales too you know.
But try to make the skins detail as a normal map, like the other halos and also try to make it like rubber or a modified version of human skin. But I don't like the current skin and thought the skin before hand was much better IMO.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 22, 2012 12:44 PM
Msg. 5125 of 6707
Quote: --- Original message by: Cheddars Lol congratz. The arbiter is now a fish :P.
Inb4 reptiles have scales too you know.
But try to make the skins detail as a normal map, like the other halos and also try to make it like rubber or a modified version of human skin. But I don't like the current skin and thought the skin before hand was much better IMO. after posting those images, I realized that scales meant the halo 4 type (protruding lumps instead of actual scales XD) feedback is always appreciated :) I'm thinking of making the neck look like the h1 and h2 renditions (sort of a neck sleeve with holes every now and then) to give the impression of a space environment suit.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 26, 2012 03:30 AM
Msg. 5126 of 6707
Ladies and Gentlemen, I present to you, my first ever rigged biped, put into Halo CE for the first time ever! NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA BATMAN!!!! WARNING: No shaders set up. I am aware of the cape, and I sure will be fixing those odd weights. *gulp* What I'm not aware of, is tips on how to get this done efficiently. Help?
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 26, 2012 04:08 PM
Msg. 5127 of 6707
heh, you seem to have scaled the spine1 before rigging the model, right ? dont do it because if you rig everything... you can't undo it.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 26, 2012 05:37 PM
Msg. 5128 of 6707
Quote: --- Original message by: waffles ^wrong actually. You can save the envelopes, which contains all vertex weights and bone names. If you mess up somewhere and dont wanna lose the rigging, save the envelopes and load them back in after you fix the issue. You can also use this to save original rigs (h3 rigging) and load them onto a different boneset.
As for efficiency, theres a fantastic tool in the skin modifier called "mirror" which sets a plane at the axis you choose and allows you to copy one side of vertex rigging to the other, effectively cutting rigging time in half. THAT'S WHAT I WAS LOOKING FOR THE WHOLE TIME. I SWEAR I SAW IT IN JAHRAIN'S VIDEO BUT FORGOT WHAT IT WAS CALLED! Thanks man, life saver (well regarding 3ds max anyways).
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The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
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Posted: Sep 27, 2012 12:04 AM
Msg. 5129 of 6707
I knew about that a long time ago when i tried rigging a halo reach spartan.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 27, 2012 12:12 AM
Msg. 5130 of 6707
Quote: --- Original message by: vampire_girlQuote: --- Original message by: waffles As for efficiency, theres a fantastic tool in the skin modifier called "mirror" which sets a plane at the axis you choose and allows you to copy one side of vertex rigging to the other, effectively cutting rigging time in half. Are you KIDDING me? That's AMAZING! Looks like my rigs might actually get done  just make sure the mesh with the skin modifier has it's pivot set to the center of the model and the pivot rotation set to (0,0,0), otherwise the mirror will deform. easiest way to do this is make a sphere/box/primitive, convert to edit poly, and attach. this easily resets the pivot without much hassle. Edited by master noob on Sep 27, 2012 at 12:12 AM
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 27, 2012 03:43 AM
Msg. 5131 of 6707
Quote: --- Original message by: waffles ^wrong actually. You can save the envelopes, which contains all vertex weights and bone names. If you mess up somewhere and dont wanna lose the rigging, save the envelopes and load them back in after you fix the issue. You can also use this to save original rigs (h3 rigging) and load them onto a different boneset.
As for efficiency, theres a fantastic tool in the skin modifier called "mirror" which sets a plane at the axis you choose and allows you to copy one side of vertex rigging to the other, effectively cutting rigging time in half. Or in some cases.. a fourth. Wanted to make my own Halo 2 Grunts and this is what I got  May need to tone down the specular, but the color and normal mapping looks great in my opinion. I also think there might be some smoothing issues with the fingers(?) and no the fingers do not have their own bones; Using most of stock animation graph. I don't want it to seem like I did nothing but slap a normal map on it, so this grunt is complete with 100% custom grunt weapon set from Halo 2, Full Halo 2 Dialogue featuring multiple dialogue permutations, halo 2 grunt footstep sounds (THIS WAS A PAIN), Original Halo 2 LOD models, Halo 2 Blood Sprites, Custom Collision and modified animation graph with full halo 2 vehicle support. Criticism is very welcome. Edited by ptowery on Sep 27, 2012 at 03:43 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 27, 2012 06:24 AM
Msg. 5132 of 6707
Quote: --- Original message by: bourrin33heh, you seem to have scaled the spine1 before rigging the model, right ? dont do it because if you rig everything... you can't undo it. I actually rigged it accidentally when the model was twice the size of the original masterchief. So what I did was save envelopes, reset Xform, scale it, and load envelopes. But seeing how it turned out... I guess I have to rig the whole thing all over again. Right?
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Sep 27, 2012 07:00 PM
Msg. 5133 of 6707
Quote: --- Original message by: ptoweryWanted to make my own Halo 2 Grunts and this is what I got http://dl.dropbox.com/u/43157158/grunt.pngMay need to tone down the specular, but the color and normal mapping looks great in my opinion. I also think there might be some smoothing issues with the fingers(?) and no the fingers do not have their own bones; Using most of stock animation graph. I don't want it to seem like I did nothing but slap a normal map on it, so this grunt is complete with 100% custom grunt weapon set from Halo 2, Full Halo 2 Dialogue featuring multiple dialogue permutations, halo 2 grunt footstep sounds (THIS WAS A PAIN), Original Halo 2 LOD models, Halo 2 Blood Sprites, Custom Collision and modified animation graph with full halo 2 vehicle support. Criticism is very welcome. Edited by ptowery on Sep 27, 2012 at 03:43 AM oh yay grunts! Edited by spiral on Sep 27, 2012 at 07:12 PM
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 27, 2012 10:26 PM
Msg. 5134 of 6707
Quote: --- Original message by: waffles h2's grunt textures make me :[ same with the flood... which is why i never bothered with a port. I like them.
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 28, 2012 10:32 PM
Msg. 5135 of 6707
 What should I do next? Not basing on what's "Already done". Edited by ptowery on Sep 29, 2012 at 12:57 AM
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 29, 2012 09:07 PM
Msg. 5136 of 6707
It's getting there, Maybe change the illum tint, fix the uv's on the fronds, lower the bump a bit? Anyone have any advice on the tentacles' smoothing?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 29, 2012 09:15 PM
Msg. 5137 of 6707
Yes, If i hadn't there wouldn't be any smoothing at all. I think I used auto smooth for this model, but manually gave the tentacles there own group. I might try unifying the smoothing groups to 1.
EDIT: if there were no illums, what was the flood_infection_light texture for? CC? Edited by ptowery on Sep 29, 2012 at 09:20 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 30, 2012 02:12 AM
Msg. 5138 of 6707
Improved it a bit.
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CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Sep 30, 2012 03:27 AM
Msg. 5139 of 6707
can the cape function as an antenna? just set the marker upside-down.
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 30, 2012 12:50 PM
Msg. 5140 of 6707
Batman is taller than a Spartan who is taller than a human. Quote: --- Original message by: waffles
Pretty sure the illum is fine as is, h2 never really tinted illum as far as i know, they just used color data in the texture itself, so if it was white, its probably white lol. Bump coefficient should always be 1, doesnt really look too strong imo, all of h2's bump maps are pretty apparent anyway.
As for the smoothing, did you weld/optimize the model yet? If so, just use a smoothing group of 1, heck you could use smoothing group 1 on the entire model, its pretty much all round geometry. But welding/optimizing will get rid of sharp edges where the faces meet for the most part. Edited by waffles on Sep 29, 2012 at 09:15 PM Didn't read properly, my fault. Right now it's using stock flood illum/tint without the cosine; Just as a placeholder. I don't know if this is a beta shot or some perm, but It looks like it has no normal mapping.  And relies heavily on selfillum? It has about the same tint as the other halo 2 shot, but not as the albedo map. Edited by ptowery on Sep 30, 2012 at 12:58 PMEdited by ptowery on Sep 30, 2012 at 12:59 PMJust realized the other halo 2 shot was from h2v, but the xbox maps have the normals in the map files, maybe it's unused? Edited by ptowery on Sep 30, 2012 at 01:02 PM
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Sep 30, 2012 02:09 PM
Msg. 5141 of 6707
I have been..  Inconclusive. It also kind of looks like how halo's stock infection form uses cube maps, but there's no cube maps in either h2x or h2v shaders.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 30, 2012 05:42 PM
Msg. 5142 of 6707
Quote: --- Original message by: ptowery
Batman is taller than a Spartan Well only when he's upright. The scale is essentially the same.
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Captain Obvious
Joined: Aug 8, 2011
My avatar quote is not very interesting.
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Posted: Sep 30, 2012 10:57 PM
Msg. 5143 of 6707
Batman is tall.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 30, 2012 11:36 PM
Msg. 5144 of 6707
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 1, 2012 11:52 PM
Msg. 5145 of 6707
Quote: --- Original message by: Spartan314 Improved it a bit. Suggestion: Make the cape a flag that attaches to two markers, one at each side. And give it physics that don't allow it to pass through models of bipeds\scenery\vehicles\ect, and make it so that it can't pass through structures either. Lol. Anyway, just a suggestion. Edited by grunt_eater on Oct 1, 2012 at 11:53 PM
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