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Author Topic: Bipeds - Work in Process thread [WIP] (6707 messages, Page 158 of 192)
Moderators: Dennis

Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Jan 22, 2013 06:13 PM    Msg. 5496 of 6707       


Could someone rig this with bones fit for FP animations? If you don't want to IK rig it that's fine, I can do that.

Mediafire link: http://www.mediafire.com/?zbcuc9461bn8ck4
Edited by Vergil on Jan 22, 2013 at 06:15 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 24, 2013 10:07 AM    Msg. 5497 of 6707       

Working on the flood MP biped, because no one can use/rip it :D


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 24, 2013 10:26 AM    Msg. 5498 of 6707       
Altheros can!

The armor is oddly symmetrical...


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Jan 24, 2013 06:06 PM    Msg. 5499 of 6707       
made a (third try) pre-xbox halo spartan and now i'm texturin' it.



Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 25, 2013 02:44 AM    Msg. 5500 of 6707       
9761 tris for an ODST biped.

Yay or nay?

I can't get it much lower without making the biped seem mutilated.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 25, 2013 05:47 AM    Msg. 5501 of 6707       
Quote: --- Original message by: Spartan314
9761 tris for an ODST biped.

Yay or nay?

I can't get it much lower without making the biped seem mutilated.

Make LODs using the multi res modifier... 9.7k is a lot if you have multiple bipeds on screen...


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jan 26, 2013 12:47 AM    Msg. 5502 of 6707       
Quote: --- Original message by: Spartan314
9761 tris for an ODST biped.

Yay or nay?

I can't get it much lower without making the biped seem mutilated.

Ultimately it depends on how many bipeds with that model you have loaded at once. You can almost always find ways to bring down the poly count from ~10,000. HOWEVER, the low poly bake would be the solution here and you'd have to utilize OpenSauce to allow that. Really it just comes down to how many bipeds of that model you have loaded at once. With modern PCs, it's been normally considered okay to have ~10,000 polies on a model. I will say though, the more you have loaded at once, the more the system will snap at you. Unless, of course, you're using Open Sauce.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 26, 2013 10:24 AM    Msg. 5503 of 6707       
Open Sauce doesn't magically give your PC more processing power.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Jan 27, 2013 10:13 AM    Msg. 5504 of 6707       
Quote: --- Original message by: Johnlex2
<snip>
I did not steal anything


will you stop bumping that?

the fact that the original thread died should hint you to the fact we are done with the discussion

in addition, the fact that in order to promote your thread, you hijacked every other thread here shows a lack of consideration of the organization here, as well as a disregard for those who were so kind enough as to make their own threads, and confine its discussion within its own thread.

You were accused of having little consideration for those who made the original tags, and this is evidence in itself that. Not only did you take all these assets with out author permission, but you then proceeded to post your map in the unique threads of those who's assets you had taken.

Finally, why not PM?

Dennis would recommend that all conflict be confined to PMs, and normally, I would accent, however, I shall post it here, as evidence that you have been warned, So that everyone can see that you have been asked to cease and desist, and so you know, that you cannot get away with your disregard for the hard work of others.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jan 30, 2013 01:19 PM    Msg. 5505 of 6707       
Quote: --- Original message by: Dumb AI
Open Sauce doesn't magically give your PC more processing power.

No, it doesn't, but it allows for more polygons to be on the screen at once. Of course computer performance is up to the computer, but OS allows the engine to display more polygons. I was also mainly speaking from a detailed perspective: high polygon models have more details that are put into low-polygon bakes and normals. OS allows the use of normals and thus the high details. That was the point.
Edited by DarkHalo003 on Jan 30, 2013 at 01:21 PM


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Jan 31, 2013 02:32 PM    Msg. 5506 of 6707       
Quote: --- Original message by: Vergil
made a (third try) pre-xbox halo spartan and now i'm texturin' it.

http://fc03.deviantart.net/fs71/f/2013/024/7/c/ht_by_funkayriven-d5skw4s.jpg
That's really cool.

Custom textures?


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Jan 31, 2013 02:50 PM    Msg. 5507 of 6707       
Yeah, makin em in Paint tool sai since I dunno how to work photoshop


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Jan 31, 2013 06:13 PM    Msg. 5508 of 6707       
I'm not good at unwrapping so if anyone wants the model to unwrap and or texture I'd be glad to share it. It'd be cool if we could get this in-game, maybe.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 1, 2013 03:27 AM    Msg. 5509 of 6707       
Quote: --- Original message by: reach_noble_eduardo117
Quote: --- Original message by: bourrin33
http://screenshot.xfire.com/s/127063363-4.jpg
Working on the flood MP biped, because no one can use/rip it :D


sorry but this is already be get in stkft and use halo hek+ to get it

Listen to me little retard : I worked on that map and made all the arms and animations, and I definitely dont think a retarded ripper will tell me how to get my own tags by ripping them.
I'm updating Lone's flood because it looked ugly and was not correctly rigged.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 1, 2013 03:33 AM    Msg. 5510 of 6707       
Lol no need to be rude, but Bourrin did make those tags.
Just between you and me, wouldn't it be more credible if you asked Bourrin for his tags instead of just ripping them being ignorant to his existance?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 1, 2013 08:12 AM    Msg. 5511 of 6707       


Halo wars spartan attempt,

Edit with smooth now
Edited by bourrin33 on Feb 1, 2013 at 08:44 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Feb 1, 2013 10:14 AM    Msg. 5512 of 6707       
Quote: --- Original message by: bourrin33
*snip*
Halo wars spartan attempt,

Edit with smooth now
Edited by bourrin33 on Feb 1, 2013 at 08:44 AM


YUS!!!!! 0_0....


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Feb 1, 2013 08:02 PM    Msg. 5513 of 6707       
Definitely work on the front of those boots.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 2, 2013 04:43 AM    Msg. 5514 of 6707       
^haha dont worry, if was just to make you think before posting now

Quote: --- Original message by: DarkHalo003
Definitely work on the front of those boots.


I made the front this way because I think it can look OK when textured without too much triangles


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Feb 4, 2013 02:05 PM    Msg. 5515 of 6707       
Quote: --- Original message by: bourrin33
^haha dont worry, if was just to make you think before posting now

Quote: --- Original message by: DarkHalo003
Definitely work on the front of those boots.


I made the front this way because I think it can look OK when textured without too much triangles

As true as that probably is, the amount of Tris is worth it if you see the feet at all. Also, it shouldn't be that many more to add a little bit more slight detail in there. It just looks way to plain to me tbh.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Feb 7, 2013 05:01 PM    Msg. 5516 of 6707       
I was bored so i decided to rig the reach elites to halo 1 bones, to the very best of my abilities. They might still be pretty bad but i think they look decent enough to be used somewhere. Here are a couple pics, my shader skills have always been terrible so dont judge :)







TheBusiness
Joined: Jan 29, 2011


Posted: Feb 7, 2013 06:03 PM    Msg. 5517 of 6707       
release please ?


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Feb 7, 2013 06:10 PM    Msg. 5518 of 6707       
can you wait please.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 7, 2013 07:08 PM    Msg. 5519 of 6707       
Quote: --- Original message by: shadowslayer123
I was bored so i decided to rig the reach elites to halo 1 bones, to the very best of my abilities. They might still be pretty bad but i think they look decent enough to be used somewhere. Here are a couple pics, my shader skills have always been terrible so dont judge :)

http://i.imgur.com/YYwl8t8.jpg
http://i.imgur.com/hHZ0j8w.jpg
http://i.imgur.com/2nVh85K.jpg
http://i.imgur.com/FwHzuBz.jpg
http://i.imgur.com/utSoTON.jpg

is that diffusegunmetal I see as the cubemap

if so then you have failed us all


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Feb 7, 2013 07:37 PM    Msg. 5520 of 6707       
Its just a random metal cubemap. Like i just said, im not good with shaders, my skills are only in rigging


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 7, 2013 10:26 PM    Msg. 5521 of 6707       
Well,you could use one of bourrin's cubemaps.
They usually work well for most objects.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 7, 2013 11:33 PM    Msg. 5522 of 6707       
Doesn't amount to the quality of Shadowslayer's... but it's something..






E: http://www.youtube.com/watch?v=LUU2G07ZT4E

Never thought I'd say this, but I'm feeling particularly bored of Reach now.
So I'm giving out a map to see if other people are too.
Edited by Spartan314 on Feb 8, 2013 at 02:14 PM
Edited by Spartan314 on Feb 8, 2013 at 10:15 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Feb 8, 2013 12:17 AM    Msg. 5523 of 6707       
hard to believe that this is coming from a game that was made 11 years ago


Rush
Joined: Dec 30, 2012


Posted: Feb 16, 2013 06:02 PM    Msg. 5524 of 6707       
please release : ) these bipeds are the best!! : )


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Feb 17, 2013 05:09 AM    Msg. 5525 of 6707       
it looks so good on H1 elite anims. Hope the HR elite would also work on new elite anims waffle's is doing.

E : are those HR marines on cyborg bones?
Edited by CorpseManTS on Feb 17, 2013 at 05:14 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 17, 2013 03:36 PM    Msg. 5526 of 6707       
Put hands on 3p weapon models :P

i don't know if this will work/this was a joke

Edited by XlzQwerty1 on Feb 17, 2013 at 03:37 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 22, 2013 07:11 PM    Msg. 5527 of 6707       
Noob question.

I have a max biped set up.

But since the helmet/arms/body for the spartan are seperate meshes, wouldn't that effect how I use the biped as a rig?

This will be my first time using a skinned biped (I had previously done some IK rigging in a simple little program called art of illusion, though), so hopefully it isn't a complete disaster. I'm sure it will be.



EDIT: Should I be scaling the parts so the biped is beefy-er to match the spartan, or do I want the biped to be "contained" in the spartan and be sized like a skeleton inside of it?
Edited by jabberwockxeno on Feb 23, 2013 at 02:26 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 23, 2013 03:38 PM    Msg. 5528 of 6707       
Quote: --- Original message by: waffles
You obviously want the biped rig to fit within the mesh, scale the biped so that the bones are near the center of each limb/joint etc, otherwise when you transform the biped, the pivots will deform the mesh wrong/undesirably.


So then more or less how I have everything scaled now, bar the collabone and finetuning the postion of each part?

Quote: --- Original message by: wafflesAs far as the mesh being seperate objects, this is normal for halo games, they are seperate because of regions, which can be used to determine permutations ingame, or denote areas for the collision for damage properties. Just skin these normally to each biped bone, just keep in mind how each piece is weighted.


My concern is that since the helmet, body/legs, and the arms are all seperate pieces of geometry, how am I supposed have them all skinned to the same biped? Not even getting to the armor perm parts yet.

Or is it possible to have a biped skinned to more than one mesh/object like that? I'm under the impression that in order for the biped skin to work, you need the skinned geometry to be roughly the same shape, which would mean the skinned object would have to be a complete body. If, for example the arm and torso were seperate meshes and were skinned to a biped, if you moved the Arm to point up, then the armpit would be a big gap between where the base of the arm geometry and the end of the toros geometry are meeting, right?

If that assumption is wrong, then I just need to know if there are extra steps to take beyond what I would follow if I were to google "skinning a 3ds max biped".


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 23, 2013 10:54 PM    Msg. 5529 of 6707       
How we looking now?



edit:
Quote: --- Original message by: waffles
Its not hard, just pay attention to where you weight the bones between each mesh, at the very edge of a mesh, just make sure the weights there are the exact same as the mesh next to it. if its going to be an issue, just attach all the pieces together. You can set regions again later.


Won't that mess up the UV's, though?

Anyways, is the spartan mesh not symmetrical? My biped is, but the fingers and hands are sticking out of the spartan mesh a bit on one side.

Edited by jabberwockxeno on Feb 24, 2013 at 04:12 PM

Anyways, ready to start the skinning process. Should I delete the existing skin modifier first? Also, should I be using the skin modifier, or physique? I'm still not clear how I am applying either to the helmet, body, and arms at once. Should I have the armor pieces be a part of it as well, or should I attach them via another method?
Edited by jabberwockxeno on Feb 24, 2013 at 04:15 PM
Edited by jabberwockxeno on Feb 24, 2013 at 04:18 PM
Edited by jabberwockxeno on Feb 24, 2013 at 04:21 PM

Lastly, a sort off topic question: I saw earlier in the thread you figured out how to use the cubemaps in max. Previously, I had just been putting them in the reflection node in the slate mat editor. So does that not work?
Edited by jabberwockxeno on Feb 24, 2013 at 04:31 PM

EDIT:

Welp.

It seems some of the torso is part of the arm object, not the body, on one side.
Plus, Max won't let me use vertex weighting and the weight tools menu at once (attemtping to use the weight tools when I have vertex selected deselectes them, then I can't reselect any till I turn of weight tools and turn on off vertex selection), which means I have to use envolopes and vertex painting, both of which don't work as well as they should. (particularly the later, you't think it;d be straightforward. It is not.)

You can see that the body object has no mat visible, wheras the texture for the arms is. The left side of the body has a texture visible, so it is part of the arms, unlike the other side.
Edited by jabberwockxeno on Feb 25, 2013 at 09:19 PM
Edited by jabberwockxeno on Feb 25, 2013 at 09:19 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 26, 2013 03:56 PM    Msg. 5530 of 6707       
Quote: --- Original message by: Killer5000
now he lookks better for the arms


Well, unless I can figure out how to get over http://area.autodesk.com/forum/autodesk-3ds-max/autodesk-3ds-max--3ds-max-design-2012/bug--selecting-vertices-in-skin-modifier-and-then-using-weight-tools/ and the other issues, I can't go any further.

The fact theat part of the torso is attached to the arms on one side is a really big issue, too.

Is it safe for me to just detach those polys, attach/wield it to the body? Or would that mess up the UV/texturing?

 
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