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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 63 of 285)
Moderators: Dennis

YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Feb 28, 2011 11:54 PM    Msg. 2171 of 9951       


I'd have to see it in action but I would say bump up the intensity of the damage indicator, if possible increase the brightness of the hexagonal outlines only. Also the amount of fogginess being added is a bit overwhelming to look at, seems like your in the belly of the gravemind. :/


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Feb 28, 2011 11:56 PM    Msg. 2172 of 9951       
exactly


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 1, 2011 05:37 PM    Msg. 2173 of 9951       
This look any better yakz?


e/ turbo smooth smoothed out the edges on the intrude on the tubes fyi.
Edited by Newbkilla on Mar 1, 2011 at 05:38 PM


Xander92
Joined: May 31, 2010

I`m Russian,you maggot.


Posted: Mar 1, 2011 06:10 PM    Msg. 2174 of 9951       
This is my Eva Visor (First visor ever made)
Not in game

Made and edited ingame by 6thlonewolf


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 1, 2011 06:27 PM    Msg. 2175 of 9951       
New fp animation origins or a changed FOV?


crimsonshadow117
Joined: Sep 15, 2009

Xfire: crimsonshadow117


Posted: Mar 1, 2011 06:30 PM    Msg. 2176 of 9951       
W.I.P

Edited by crimsonshadow117 on Mar 1, 2011 at 06:31 PM


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 1, 2011 06:33 PM    Msg. 2177 of 9951       
Quote: --- Original message by: Newbkilla

This look any better yakz?

e/ turbo smooth smoothed out the edges on the intrude on the tubes fyi.
Edited by Newbkilla on Mar 1, 2011 at 05:38 PM


Starting too look a bit more interesting, I still am a little confused about how the tanks open, the massive top piece makes it seem to top-heavy to pivot let alone function. Do you have a concept or sketches your working from? If not look at the tanks from Event Horizon or even Halo! They are both cool and functional.

EVENT HORIZON


HALO



The Wires definitely seem more realistic now but what is their purpose in the scene? Have you considered having them running into the tubes? Also varying how far they hang will break up their composition better and adds alot to environment modeling.

CRAZY WIRES!!



The braces on the floor also seem to work, play with the shape though. What I drew was just to illustrate a point, consider their purpose. Maybe they have handrails connected to them to help people climb out of the tubes.

The one thing to think about when working with Sci-Fi is that everything should have purpose, actually everything in any genre of digital art should have a purpose. If not the viewer is going to be removed from the setting because they are busy asking themselves "why is that there?" It also makes it more difficult for you to progress since your busy trying to make things look right that don't belong.

To demonstrate here's one of the first things I did in 3D (your piece reminds me of it, though your's is a million times better). I built this thing and just started putting pipes and wires for no apparent reason thinking they were cool, in the end when it came to lighting, texturing and compositing nothing made sense and it was just a pain!


Are you planning on putting this in game?

NOTE: If you haven't seen Event Horizon go watch it... NOW!
Edited by YakZSmelk on Mar 1, 2011 at 06:39 PM


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: Mar 1, 2011 06:51 PM    Msg. 2178 of 9951       
Final in game:



Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 1, 2011 07:56 PM    Msg. 2179 of 9951       
Quote: --- Original message by: Xander92
This is my Eva Visor (First visor ever made)


Reduce the opacity but a ton. You are breaking a cardinal rule here: Don't obstruct vision. A visor should be an outline that suggests there is a helmet there.


Xander92
Joined: May 31, 2010

I`m Russian,you maggot.


Posted: Mar 1, 2011 08:08 PM    Msg. 2180 of 9951       
Quote: --- Original message by: Dwood
Quote: --- Original message by: Xander92
This is my Eva Visor (First visor ever made)


Reduce the opacity but a ton. You are breaking a cardinal rule here: Don't obstruct vision. A visor should be an outline that suggests there is a helmet there.


I know that rule (:
it was only my first try,i still have what to improve.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 1, 2011 08:33 PM    Msg. 2181 of 9951       
Quote: --- Original message by: Xander92
Quote: --- Original message by: Dwood
Quote: --- Original message by: Xander92
This is my Eva Visor (First visor ever made)


Reduce the opacity but a ton. You are breaking a cardinal rule here: Don't obstruct vision. A visor should be an outline that suggests there is a helmet there.


I know that rule (:
it was only my first try,i still have what to improve.


I like where it's going, is it supposed to be the EVA like the big dome helmet?


crimsonshadow117
Joined: Sep 15, 2009

Xfire: crimsonshadow117


Posted: Mar 1, 2011 09:08 PM    Msg. 2182 of 9951       
Quote: --- Original message by: crimsonshadow117

W.I.P

Edited by crimsonshadow117 on Mar 1, 2011 at 06:31 PM



Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 2, 2011 12:48 AM    Msg. 2183 of 9951       
Update:



Darkened the visor

Made the shield red flash thing (and weapons too)

Made the shield meters.

All I gotta do now is finalize the colors and grenade bitmaps.

Edited by jesse on Mar 2, 2011 at 12:59 AM


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 2, 2011 01:14 AM    Msg. 2184 of 9951       
Quote: --- Original message by: crimsonshadow117
Quote: --- Original message by: crimsonshadow117

W.I.P

Edited by crimsonshadow117 on Mar 1, 2011 at 06:31 PM



I was meaning to ask to see the concept and what do you know it is Feng Zhu!

Our you planning on putting this into HCE? It's a very interesting image and could be used to created a pretty moody environment.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 2, 2011 04:41 PM    Msg. 2185 of 9951       
That thingie looks like something out of the deathstar...


Here's my contribution to this place's archives of BSP designs...





Basically will be a river bed that's Mostly empty. Still need's work. I was inspired from the part in "Halo: The Fall of Reach" where they guys are drivin' down a ravine.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 2, 2011 05:23 PM    Msg. 2186 of 9951       
Quote: --- Original message by: Skidrow925


Basically will be a river bed that's Mostly empty. Still need's work. I was inspired from the part in "Halo: The Fall of Reach" where they guys are drivin' down a ravine.


It looks like your fairly new to modeling and the best tip anyone could give is don't overwhelm yourself with polys when modeling. From the looks of your screen grabs this isn't close to finished yet there's tons of polys starting to form details.

Create the mass of the model then begin adding more polys. Working this way will help you think more in form/silhouette of the environment. Also if you have a super low poly level that you can put in game and start working on, you'll be in a good place.

Oh and for BSP don't be afraid to draw what your trying to make it will help you realize your idea and if it's a hideous drawing you don't have to show anyone!


Quote: --- Original message by: jesse

Update:



Darkened the visor

Made the shield red flash thing (and weapons too)

Made the shield meters.

All I gotta do now is finalize the colors and grenade bitmaps.

Edited by jesse on Mar 2, 2011 at 12:59 AM


Jesse that AR looks awesome! Where is the health meter at though?
Edited by YakZSmelk on Mar 2, 2011 at 05:24 PM


Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 2, 2011 05:32 PM    Msg. 2187 of 9951       
Yes I did start with a sketch. And no I won't show you because the way it got sigged. There are just under 1k polys in that and I will be able to keep the final WELL under 10k. I am guessing that I am gonna average 8,000 Polys.

The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 2, 2011 06:12 PM    Msg. 2188 of 9951       
Quote: --- Original message by: Skidrow925
The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.


I'm not quite sure what that means, or if you were offended by what I said.

All I'm telling you is you should build the thing as a whole then add more definition.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 2, 2011 06:24 PM    Msg. 2189 of 9951       
Quote: --- Original message by: Skidrow925
Yes I did start with a sketch. And no I won't show you because the way it got sigged. There are just under 1k polys in that and I will be able to keep the final WELL under 10k. I am guessing that I am gonna average 8,000 Polys.

The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.

I don't see what plane modelling has to do with that. To me, the whole thing looks like you just extruded the same exact shape all the way down the length of the river, and moved it up and down a bit, Which makes it look unnatural and more than a little boring. Plus, you moved it down in sections, so there's parts that are relatively flat, then have sharp drop-offs to the next "level", which really isn't how it's supposed to look.

I would suggest looking at the rivers and surrounding areas from a30. You should notice that the river is not completely uniform width thorughout, it varies with the landscape. Also, as a side note, there seems to be no place to actually drive, unless you are planning on having the player drive through the water.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 2, 2011 08:00 PM    Msg. 2190 of 9951       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: Skidrow925
The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.


I'm not quite sure what that means, or if you were offended by what I said.

All I'm telling you is you should build the thing as a whole then add more definition.

Basically I will go through and add detail and subtract polys.

Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: Skidrow925
Yes I did start with a sketch. And no I won't show you because the way it got sigged. There are just under 1k polys in that and I will be able to keep the final WELL under 10k. I am guessing that I am gonna average 8,000 Polys.

The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.

I don't see what plane modelling has to do with that. To me, the whole thing looks like you just extruded the same exact shape all the way down the length of the river, and moved it up and down a bit, Which makes it look unnatural and more than a little boring. Plus, you moved it down in sections, so there's parts that are relatively flat, then have sharp drop-offs to the next "level", which really isn't how it's supposed to look.

I would suggest looking at the rivers and surrounding areas from a30. You should notice that the river is not completely uniform width thorughout, it varies with the landscape. Also, as a side note, there seems to be no place to actually drive, unless you are planning on having the player drive through the water.


Plane modeling has to do with the fact it isn't finished. And I know I did the same shape and moved and rotated it. It will be changed up later after I get a basic shape.

I am using timberland a little for ref. Still needs work.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 2, 2011 08:52 PM    Msg. 2191 of 9951       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: Skidrow925
The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.


I'm not quite sure what that means, or if you were offended by what I said.

All I'm telling you is you should build the thing as a whole then add more definition.


That has nothing to do with it. Go to youtube and watch il duce's tutorial on bsp modeling. Your terrain looks to uniform and simple. The ground is not that similar to a cliff above it. Believe it or not, rocks are not smooth as a babies ass, they are jagged and sharp.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 2, 2011 09:42 PM    Msg. 2192 of 9951       
Quote: --- Original message by: Newbkilla
rocks are not smooth as a babies ass, they are jagged and sharp.



Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 2, 2011 09:50 PM    Msg. 2193 of 9951       
cliffs and terrain. and plus, look at all the other billions of rocks around it. lol


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Mar 3, 2011 06:49 AM    Msg. 2194 of 9951       
I laughed when I saw jesse's post ahaha.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 3, 2011 11:12 AM    Msg. 2195 of 9951       
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: Skidrow925
The sides of the ravine will be somewhat reduced in detail. Right now I just want the basic shape and if it's too high poly I will start cutting down. BTW I am plane modeling this thing. That is why it looks like that.


I'm not quite sure what that means, or if you were offended by what I said.

All I'm telling you is you should build the thing as a whole then add more definition.


That has nothing to do with it. Go to youtube and watch il duce's tutorial on bsp modeling. Your terrain looks to uniform and simple. The ground is not that similar to a cliff above it. Believe it or not, rocks are not smooth as a babies ass, they are jagged and sharp.


Once again. I am going to get the basic shape of it. Then I will start perfecting it. When I have the shape I want I will go through and remove un-needed polys and spice it up.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 3, 2011 08:16 PM    Msg. 2196 of 9951       
@skidrow

You really need to draw your level out on paper, put it out on a plane, and model it using verts and creating faces.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 3, 2011 09:41 PM    Msg. 2197 of 9951       

http://www.xfire.com/video/41f6f7/

I like how the shield looks like it pops...

good god man when can we play such sexiness??

Edited by Ubergoober on Mar 3, 2011 at 09:44 PM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Mar 4, 2011 02:39 AM    Msg. 2198 of 9951       
An update on some scenery being worked on for generator facility. Sorry, for some stuff, I always forget that xfire video does not record the brightness I see so some stuff looks dark. Hope you like the console that Maniac made for me. Pretty colors!!!

http://www.xfire.com/video/4240cd/


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 4, 2011 04:04 AM    Msg. 2199 of 9951       
Quote: --- Original message by: eliteslasher
An update on some scenery being worked on for generator facility. Sorry, for some stuff, I always forget that xfire video does not record the brightness I see so some stuff looks dark. Hope you like the console that Maniac made for me. Pretty colors!!!

http://www.xfire.com/video/4240cd/


I really like the spinning light thing, dunno what it is though. Although your objective wasn't to show off the walls, it looks like a tileable texture if so I would say add some dirt to the base and maybe a little to the top should be easy and would real establish the wall and ground.

Are you working with a poly budget? There are a few scenery objects that look like you could add some faces to make a more interesting shape.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 4, 2011 05:00 AM    Msg. 2200 of 9951       


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Mar 4, 2011 11:11 AM    Msg. 2201 of 9951       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: eliteslasher
An update on some scenery being worked on for generator facility. Sorry, for some stuff, I always forget that xfire video does not record the brightness I see so some stuff looks dark. Hope you like the console that Maniac made for me. Pretty colors!!!

http://www.xfire.com/video/4240cd/


Are you working with a poly budget? There are a few scenery objects that look like you could add some faces to make a more interesting shape.


Yeah sort of, but I can most likely add a few faces to some things. I think the breaker box needs to be redone as well as a few things on other pieces.

BTW the textures have some detail left to be put in so it will probably look a little dirtier.

Also, just in case anyone is interested, I am willing to let anyone who wants to contribute to this project contribute in whatever way they want. If you have a tag or anything you think could be useful in the map, maybe you want to help with textures or something, or just want to get a look at the layout and offer some ideas for extra BSP additions or scenery placement, I am willing to take any help I can get.
Edited by eliteslasher on Mar 4, 2011 at 11:48 AM


sneakers
Joined: Mar 4, 2011


Posted: Mar 4, 2011 11:54 AM    Msg. 2202 of 9951       
omg Dennis likes fat black c o c k it's disgusting f u c k Obama


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Mar 4, 2011 12:15 PM    Msg. 2203 of 9951       
Here's what I've been up to.















oh and ;3



Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 4, 2011 02:38 PM    Msg. 2204 of 9951       
I hate you sel. Stealing thunder.

Quote: --- Original message by: Dwood
I'll leave this here


http://www.youtube.com/watch?v=AYkEKl8Gq_c


SeanTheLawn
Joined: Sep 4, 2007


Posted: Mar 4, 2011 04:43 PM    Msg. 2205 of 9951       
That's pretty cool Dwood, it's using OpenSauce I assume?

 
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