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Author Topic: Bipeds - Work in Process thread [WIP] (6707 messages, Page 162 of 192)
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jackrabbit
Joined: Apr 27, 2005

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Posted: Apr 28, 2013 09:40 PM    Msg. 5636 of 6707       
Yeah I didn't brighten it yet. im gona go 5% on every test until it looks right and find the right detail maps for him. then I will post somemore pic's.

But I was rely amazed at how the textures turned out.
mike is still working on the rig I just have this one for texture and shader testing.

I realy like the cavity maps my first set didn't even turn out right,

I cant wait to test them on some other stuff. I will get better at making them this was just my second try.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 28, 2013 09:54 PM    Msg. 5637 of 6707       
Do you think its possible to take your pictures in a more well lit and appealing test map? The one in your pics are well... dark and incongruous


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 28, 2013 10:32 PM    Msg. 5638 of 6707       


Made him brighter and switched back to cobalt I'm only missing details now what ya think?
btw I think if you hit quote it will display high rez pic for you now let me know if you can see it I had to change a setting on my photobucket.
Edited by jackrabbit on Apr 28, 2013 at 10:34 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 28, 2013 10:36 PM    Msg. 5639 of 6707       
Yes, it is much higher now. You don't need to click quote to see it by the way, just drag the image into a new tab (if you're using chrome or firefox).


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 28, 2013 10:47 PM    Msg. 5640 of 6707       
Hears my shader settings let me know what you think.

Im currently using the defuse texture as the spec.

http://www.mediafire.com/?xcn9s1rmx5348ji
Edited by jackrabbit on Apr 28, 2013 at 10:49 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 28, 2013 10:53 PM    Msg. 5641 of 6707       
Quote: --- Original message by: jackrabbit

Hears my shader settings let me know what you think.

Im currently using the defuse texture as the spec.

http://www.mediafire.com/?xcn9s1rmx5348ji
Edited by jackrabbit on Apr 28, 2013 at 10:49 PM

Extract the cubemap and make it gray.

That will make it look a bit better.
Edited by Dumb AI on Apr 28, 2013 at 10:54 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 28, 2013 11:01 PM    Msg. 5642 of 6707       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: jackrabbit

Hears my shader settings let me know what you think.

Im currently using the defuse texture as the spec.

http://www.mediafire.com/?xcn9s1rmx5348ji
Edited by jackrabbit on Apr 28, 2013 at 10:49 PM

Extract the cubemap and make it gray.

That will make it look a bit better.
Edited by Dumb AI on Apr 28, 2013 at 10:54 PM


Oh my god, please don't. No wonder everything looks so horridly dark.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 28, 2013 11:06 PM    Msg. 5643 of 6707       
Hmm maybe you are right the game also has a dark gray version by default.

The other one was probably. used for sp I'm guessing this is the one used for mp


Edited by jackrabbit on Apr 28, 2013 at 11:07 PM


Bobblehob
Joined: Aug 29, 2010


Posted: Apr 28, 2013 11:09 PM    Msg. 5644 of 6707       
Bleh, it still looks off, you should definitely go with a lighter color. Without going in really close, the normals aren't even visible which makes it look even weirder.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 28, 2013 11:25 PM    Msg. 5645 of 6707       


I have no idea why but what I see in game is not what I see in the pictures.
I have an NVidia gtx560ti and the pictures seem a lot darker that what I can see in game.
I can see the normal just fine in game but not in the pictures.
Hear he is with the dark gray cube but I don't think its a big difference unless he's black or gray color.
He looks pretty good to me now but I may go brighter depending on what is feedback for my shader.
Edited by jackrabbit on Apr 28, 2013 at 11:26 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 28, 2013 11:39 PM    Msg. 5646 of 6707       
Quote: --- Original message by: jackrabbit

http://i18.photobucket.com/albums/b108/jackrabbitlight/darkgray_zps55ab144f.jpg:original

I have no idea why but what I see in game is not what I see in the pictures.
I have an NVidia gtx560ti and the pictures seem a lot darker that what I can see in game.
I can see the normal just fine in game but not in the pictures.
Hear he is with the dark gray cube but I don't think its a big difference unless he's black or gray color.
He looks pretty good to me now but I may go brighter depending on what is feedback for my shader.
Edited by jackrabbit on Apr 28, 2013 at 11:26 PM

It doesn't look very good if you give the armor a green cubemap.
You could see the cubemap's color on the armor. It just seems weird. Blue armor, green reflection.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 28, 2013 11:45 PM    Msg. 5647 of 6707       
I agree but if you open your default mp biped you will find the same cubemap I riped out of halo 4 =S

Edit: I tweeked the brightness and self ilum to white in the shader. still no detail maps yet.



I want to make spec color mask and put green control map alpha in it but I'm not sure how to set this....

Quote: --- Original message by: waffles
Oh btw, the green channel of the control bitmaps can be utilized with OS, make a specular color bitmap and slap it in the alpha, and tick "use alpha as exp source". The green channel is the exponent source for halo 4: white is a larger exponent, and grey/black are smaller exponent values.


I was thinking about tweeking the cavity brightness and using that as a spec mask but I don't know, what is proper for spec. like I said.be4 I'm using the defuse as spec ATM.

If anyone can look at my shader and see's another tweek I can do let me know.
Edited by jackrabbit on Apr 29, 2013 at 12:29 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Apr 29, 2013 12:55 PM    Msg. 5648 of 6707       
Quote: --- Original message by: jackrabbit

I agree but if you open your default mp biped you will find the same cubemap I riped out of halo 4 =S

Edit: I tweeked the brightness and self ilum to white in the shader. still no detail maps yet.

http://i18.photobucket.com/albums/b108/jackrabbitlight/white_zps7d4294ab.jpg:original

I want to make spec color mask and put green control map alpha in it but I'm not sure how to set this....

Quote: --- Original message by: waffles
Oh btw, the green channel of the control bitmaps can be utilized with OS, make a specular color bitmap and slap it in the alpha, and tick "use alpha as exp source". The green channel is the exponent source for halo 4: white is a larger exponent, and grey/black are smaller exponent values.


I was thinking about tweeking the cavity brightness and using that as a spec mask but I don't know, what is proper for spec. like I said.be4 I'm using the defuse as spec ATM.

If anyone can look at my shader and see's another tweek I can do let me know.
Edited by jackrabbit on Apr 29, 2013 at 12:29 AM

Nice work jack hope we can get this dun soon.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 03:15 PM    Msg. 5649 of 6707       
Glow map + Multipurpose map = Defuse Glow map X detail Map + detail Multipurpose map = detail glow map + Multipurpose X Detail Defuse glow map detail. = 1 Bad Azz Mother.


Glow map


-Old Defuse map



=New Defuse map



=
Armor


=
New Details



master noobs Cavity map settings

open photoshop
open normal map
filters>XNormal>Normals2Cavity>EMB>Continue
Adjustments>Brightness/Contrast?Brightness+48>OK
copy/paste onto diffuse, set layer to Overlay, adjust fill/opacity as needed


Jackrabbit's Glowmap settings

open photoshop
open normal map
filters>XNormal>Normals2Cavity>EDT>Use luminacence>Continue
Adjustments>Brightness/Contrast100Brightness-150>OK
save>open defuse>file>paste>pic cavity>layer>layerstyle>blend mode>overlay>ok
filter>filter gallery>distort>defuse glow>Graininess 0>Glow Amount 10>Clear Amount 5


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 04:01 PM    Msg. 5650 of 6707       
Well I have been asking how to make a proper specular mask but no one has told me.
no one has looked at my shader. or sayed anything about my settings.
like I sayd 3 times I'm using the defuse as the spec mask.

The glow map has pretty much the same settings as the cavity map.
but with added glow in the cracks.

This method worked wonders on the detail map because there is not realy a place to use a detail multipurpose in HEK
but now the detail multipurpose is baked on to the detail
I'm not rely sure how to answer your question.
I still have not messed with the control map yet but I was planning to.
Edit: from what I can tell with these settings the glow map is the exact opposite of a specular map the highlights are not where the blue part is.

I rely want to know how to make proper color spec map with the alpha. or whatever it is I need to know to do this proper.
Edit:I have tried many different variations of the armor im not realty sure what I like best I thought he looked good when I was using the glowed defuse as spec but now im using the glow as spec. with the glow baked in to the defuse. I also removed self ilum and power. because he was like to bright at first.

the tech suit I'm rely happy with now I swichd back to the default tech suit. and
used the glow map I made for it as a spec. I think its perfect.

but I still want to put the green in there form the control map for it, im just not sure how.

what can I do with the tech suit control map?



Edited by jackrabbit on Apr 29, 2013 at 06:45 PM
Edited by jackrabbit on Apr 29, 2013 at 06:58 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 29, 2013 07:04 PM    Msg. 5651 of 6707       
Quote: --- Original message by: jackrabbit
Glow map + Multipurpose map = Defuse Glow map X detail Map + detail Multipurpose map = detail glow map + Multipurpose X Detail Defuse glow map detail. = 1 Bad Azz Mother.


Glow map
http://i18.photobucket.com/albums/b108/jackrabbitlight/storm_masterchief_default_armor_torso_normal_zps4bb21b67.jpg:original

this is not how diffuse maps work

what have you done


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 07:18 PM    Msg. 5652 of 6707       
Quote: --- Original message by: master noob
Quote: --- Original message by: jackrabbit
Glow map + Multipurpose map = Defuse Glow map X detail Map + detail Multipurpose map = detail glow map + Multipurpose X Detail Defuse glow map detail. = 1 Bad Azz Mother.


Glow map
http://i18.photobucket.com/albums/b108/jackrabbitlight/storm_masterchief_default_armor_torso_normal_zps4bb21b67.jpg:original

this is not how diffuse maps work

what have you done
okay well what about using the glow map as spec map is that good?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 29, 2013 07:30 PM    Msg. 5653 of 6707       
Quote: --- Original message by: jackrabbitokay well what about using the glow map as spec map is that good?

no

bake overhead lighting into the existing specular map and increase the contrast

your "glow map"(it isn't called a glow map btw) applies the normal to a flat plane and renders with a single light, which screws up certain areas by not leveling creases caused by the actual geometry's normals

it also does not take into account geometry orientation, in which some areas may have UVs that face sideways which will highlight the side of the model rather than the top
Edited by master noob on Apr 29, 2013 at 07:33 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 07:38 PM    Msg. 5654 of 6707       
Quote: --- Original message by: master noob

Quote: --- Original message by: jackrabbitokay well what about using the glow map as spec map is that good?

no

bake overhead lighting into the existing specular map and increase the contrast

your "glow map"(it isn't called a glow map btw) applies the normal to a flat plane and renders with a single light, which screws up certain areas by not leveling creases caused by the actual geometry's normals

it also does not take into account geometry orientation, in which some areas may have UVs that face sideways which will highlight the side of the model rather than the top
Edited by master noob on Apr 29, 2013 at 07:33 PM
what existing specular map are you talking about? bake over head lighting? Do you mean make proper defuse with a cavity map. increase the contrast where? in the texture, the defuse the spec? the shader?
Edited by jackrabbit on Apr 29, 2013 at 07:42 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 29, 2013 07:55 PM    Msg. 5655 of 6707       
Quote: --- Original message by: jackrabbitwhat existing specular map are you talking about? bake over head lighting? Do you mean make proper defuse with a cavity map. increase the contrast where? in the texture, the defuse the spec? the shader?

the specular map that came with the model

overhead lighting is when a light is placed above the geometry and, with normals/high poly models applied, renders the lighting on top of the specular to simulate actual lighting due to halo's engine not natively supporting specular and instead relying on cubemaps and basic lighting to get the job done. for example, notice that the lighter color gathers at the top of the Assault Rifle's specular:

this allows the cubemap to focus more on the parts that would logically receive the most light, ie the top of the gun.

this is an overhead lighting + ambient occlusion render of the H4 helmet


by mixing and matching and general mucking about, I came up with this for the default diffuse. notice that all the color is gone and the helmet's mouth part is no longer darker than the top:



edit: beep boop send help

Edited by master noob on Apr 29, 2013 at 08:04 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 08:43 PM    Msg. 5656 of 6707       
I didn't get a specular map with the model =S
witch ones the specular map?

And that looks great but I follow your directions to a T and I got this...
nvm not even worth posting.
Anyway that looks great. I don't see how it could possibly be any better.
I'd love to know how you get that?

Showing me you can do it better does'nt really. help.
hope you will explain. because I'd rely love to know how to do that.
overhead lighting + ambient occlusion render..

How exactly did you remove the color I usually just drop the vibrance down to 0

I'm using ps cs6 not sure what your useing.
BTW I see you lost the honeycomb in the visor completely.
the indent looks great but there is no detail. not a big deal though.
Edited by jackrabbit on Apr 29, 2013 at 09:02 PM
Edited by jackrabbit on Apr 29, 2013 at 09:03 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 29, 2013 09:23 PM    Msg. 5657 of 6707       
Quote: --- Original message by: jackrabbit
hope you will explain. because I'd rely love to know how to do that.
overhead lighting + ambient occlusion render..

How exactly did you remove the color I usually just drop the vibrance down to 0

I'm using ps cs6 not sure what your useing.
BTW I see you lost the honeycomb in the visor completely.

I might send a .psd your way, ps cs4. the honeycomb shouldn't really be in the diffuse, it's more for the specular/cubemap overlay. I removed the color by taking a black/white layer and changing it to "color" on the layer type.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 09:48 PM    Msg. 5658 of 6707       
Yeah I would love that psd.

check this.

I baked a modified control map in to my alredy baked glow defuse.

check the details out.


Edit I could have done better on the mouth part if I was more careful.
Edited by jackrabbit on Apr 29, 2013 at 10:02 PM


Nickster5000
Joined: Dec 11, 2010


Posted: Apr 29, 2013 09:52 PM    Msg. 5659 of 6707       
So when are we going to start seeing "good" and "interesting" projects guys?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 10:03 PM    Msg. 5660 of 6707       
like what?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 29, 2013 10:04 PM    Msg. 5661 of 6707       
Quote: --- Original message by: jackrabbit

Yeah I would love that psd.

check this.

I baked a modified control map in to my alredy baked glow defuse.

check the details out.

http://i18.photobucket.com/albums/b108/jackrabbitlight/storm_masterchief_default_armor_helm_diff_zps283d623f.jpg:original
Edit I could have done better on the mouth part if I was more careful.
Edited by jackrabbit on Apr 29, 2013 at 10:02 PM




Yeah no. You wouldn't want those bright white edge highlights that you have as shown.

Also, you would NOT want to use this as a DIFFUSE bitmap. This looks more like a specular (since the visor portion is entirely white for reflection).


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 29, 2013 10:25 PM    Msg. 5662 of 6707       
I totally don't understand what your saying about the color.

o the visor that would be used would be in another not colored bitmap that bitmap was only for the helmet.

as I Sayed before the visor is a different id

You know I cant live with out my honey cones. I put the honey cones back it for ya.


Edited by jackrabbit on Apr 29, 2013 at 11:27 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 29, 2013 11:31 PM    Msg. 5663 of 6707       
Well, they aren't actually honey combs (the Chief would have a serious bee problem)

Why not just say hexagons? xD


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 29, 2013 11:38 PM    Msg. 5664 of 6707       
Quote: --- Original message by: jackrabbit

I totally don't understand what your saying about the color.

o the visor that would be used would be in another not colored bitmap that bitmap was only for the helmet.

as I Sayed before the visor is a different id

You know I cant live with out my honey cones. I put the honey cones back it for ya.

http://i18.photobucket.com/albums/b108/jackrabbitlight/visor_zpsdf4ab7d3.jpg:original
Edited by jackrabbit on Apr 29, 2013 at 11:27 PM


The "honeycombs" should be part of the specular, not the diffuse.
Just because the visor has a different shader/materialID, it does not mean that you should have two completely different sets of diffuse bitmaps for each the metal and visor.
Edited by XlzQwerty1 on Apr 29, 2013 at 11:39 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 30, 2013 12:28 AM    Msg. 5665 of 6707       
black



green



red



blue



gray



sage




Edited by jackrabbit on Apr 30, 2013 at 12:29 AM


ralph777
Joined: Mar 11, 2013

Loving the world than the almighty is loving vian


Posted: Apr 30, 2013 12:44 AM    Msg. 5666 of 6707       
Awesome Halo 4 spartan..


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 30, 2013 01:07 AM    Msg. 5667 of 6707       
almost done editing all h4 MC textures for non-OS

imgur album of alt colours

these renders were taken with no lighting at all; just the diffuse, cubemap, and the CC
Edited by master noob on Apr 30, 2013 at 01:09 AM


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Apr 30, 2013 05:02 AM    Msg. 5668 of 6707       
Quote: --- Original message by: jackrabbit
Images
Edited by jackrabbit on Apr 30, 2013 at 12:29 AM

God those all look horrible.


ralph777
Joined: Mar 11, 2013

Loving the world than the almighty is loving vian


Posted: Apr 30, 2013 07:40 AM    Msg. 5669 of 6707       
Wow amazing!.. i love it
I hope someone would have it in-game in costume campaign,.. awesome..

Make also Halo 4 UI


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 30, 2013 08:26 AM    Msg. 5670 of 6707       
Nice job master noob. Cant wait to see em in game.
You know we still have like 41 other variants and enemies. and other objects.

If you could explain how to do this overhead lighting + ambient occlusion render
It would be very helpful maybe a vid, tutorial or something if its not to much trouble.

I would rely love to know what is the proper way to go about this.

I personally cant wait to see some of the other variants make there way in to CE

storm_spartan_spartan_iv
storm_spartan_mjolnir

I rely like the storm_spartan_warrior skins a lot.
Edited by jackrabbit on Apr 30, 2013 at 08:41 AM

 
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