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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 65 of 285)
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YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 5, 2011 07:51 PM    Msg. 2241 of 9951       
Can this stop now? I PM'ed Skidrow to help him, if you guys wanna help do the same! I come to this thread to see cool things like trains!

And WTF critique my low poly stuff I put on the previous page! haha


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Mar 5, 2011 07:57 PM    Msg. 2242 of 9951       
The parking meter is absolutely perfect for a simple scenery model (from what I can see). Assuming that you can get it in game, no modifications are necessary IMHO.

The AK, is alright. The magazine looks very disproportional to the gun (should be closer to the magazine release and wider). I could see it being used with LOD for 3rd person characters.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 5, 2011 08:06 PM    Msg. 2243 of 9951       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: SeL
Quote: --- Original message by: Skidrow925
OK just to clarify AGAIN I am working on getting a basic shape.

Just letting you know again. I will be detailing everything later after I get the whole BSP Shaped up and cut out.


Ok just to clarify AGAIN You are doing it entirely wrong.

I'm not going to repeat myself again to you.



So you are saying that creating a base then going back through the whole thing and modifying/detailing it is doing it wrong? Not trying to "troll" here but I am not quite sure you understand what I am doing...


No, Sel is right, and so are you.

Basically what were trying to tell you is that you can do it your way, which is extremely inefficient, or you can do it a different way, and do it faster and better. The methods aren't right or wrong, ones just superior to the other.

Also, your obviously doing something wrong if your just getting a "basic shape" and you have over 5,000 polys.

Seriously, create verts and faces. Make the most basic shapes that you can (straight up and down cliffs, very little detailed ground, etc.) Once you know FOR SURE your gameplay is good, then detail it all you want. It's going to cost you less, and make your map better in gameplay and graphics.

Please excuse your ignorance for at least looking into the method that a lot of use.

http://vimeo.com/11781231

You may also want to consider that we have been doing this a tad longer then you have, and we might actually be right about things. Just a suggestion!


anonymous_2009
Joined: Jun 13, 2009


Posted: Mar 5, 2011 11:14 PM    Msg. 2244 of 9951       
like stated above, your DOING IT WRONG BOY! :P

Take the crit, it's there to help you.! Dammit.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 6, 2011 01:01 AM    Msg. 2245 of 9951       
Hey guys which style looks better.

This one...





or this one...




Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 6, 2011 01:10 AM    Msg. 2246 of 9951       
style? idk what you mean by style but i think the second one would fit the map better


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 6, 2011 01:25 AM    Msg. 2247 of 9951       
Quote: --- Original message by: spartan314
style? idk what you mean by style but i think the second one would fit the map better


Seconded.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 6, 2011 01:50 AM    Msg. 2248 of 9951       
yep, second one looks a lot more realistic.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 6, 2011 02:03 AM    Msg. 2249 of 9951       
Yeah that's what I was figuring.
The second one was an attempt at making one to budget polies. No smoothing groups that define the doors on that one :/


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 6, 2011 06:48 AM    Msg. 2250 of 9951       


that 1 is the best of the 2.btw that map is looking awesome slasher.


Volteer55
Joined: Jul 11, 2010


Posted: Mar 7, 2011 06:17 AM    Msg. 2251 of 9951       
the Legend of Spyro
Dawn of the Dragon HUD

http://www.xfire.com/video/4279a5/

its not the best HUD,
Some of you will like it
Some of you will Hate it
Haters gonna Hate
And if your too lazy to watch the HUD in action:


Though still a WIP, its working better then i started..
when i started both shield and health was behind background
then it was just the shield, now its fixed :3

what i am Planing to do:

Swap Player icon (spyro icon) with a simalar styled Weapon icon (Assalt Rifle for example, pionting up/right direction)
and the powerup icon as the type of ammo the weapon uses
The combo meter will probably be the total remaining ammo/plasma

the Furry meter, i dont know yet, static maybe, or video overlay for an awesome overcharge effect,

Cynder...
as for her health/mana meters well static i'm guessing, or Grenade Details,

player icon = active grenade
powerup icon = inactive grenade
combo meters = total active grenades
meters... well... Anyone have an idea for these? More Grenade info? More Weapon info? More ???? Info?

Take Note: If it looks Right and Feals Right, Ill put it in...
So ideas would be Nice!


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 7, 2011 06:25 AM    Msg. 2252 of 9951       
Some scenery updates.
Open in new tab for full sizes.








Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 7, 2011 12:03 PM    Msg. 2253 of 9951       
I like the second one leetslshr.
Also those thingie's are pretty cool. Can't wait to wee it finished.


Quote: --- Original message by: Higuy
BBBBBBBLLLLLLLLAAAAAAAAARRRRRRGGGGGGGHHHHHHHH!!!!!!!!!

yada yada yada blah blah blah

Please excuse your ignorance for at least looking into the method that a lot of use.

http://vimeo.com/11781231

You may also want to consider that we have been doing this a tad longer then you have, and we might actually be right about things. Just a suggestion!


Ok so I decided to combine methods just because. So far it's taking longer. A lot longer. But it does work for sealing stuff.
Now that I have a basic shape I am gonna start sealing it up and get it textured and see if tool approves.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 7, 2011 05:37 PM    Msg. 2254 of 9951       
Quote: --- Original message by: Skidrow925
Ok so I decided to combine methods just because. So far it's taking longer. A lot longer. But it does work for sealing stuff.
Now that I have a basic shape I am gonna start sealing it up and get it textured and see if tool approves.


Our methods may take more time up front but when you hit tool if you did it right you should only have 1 or 2 errors as opposed to your method.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 7, 2011 06:16 PM    Msg. 2255 of 9951       
@ Eliteslasher

The colors of everything don't really match to well. (scenery to bsp, scenery to scenery, etc) Might be the lighting, but I dunno.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 7, 2011 08:05 PM    Msg. 2256 of 9951       
@Higuy

Yeah. I been thinking the same thing and have come to one conclusion. I think it is because I have started using a little less grunge on some things because, well, at least IMO, too many people think that everything has to be dirty or rusted to hell for some reason. Most of the textures of the map have a few layers of grime and general wear. I am thinking that may change for the release though because not EVERYTHING in a game has to look dirty. That's probably why they look so different right now mainly because I am trying this a bit.

@Everybody

NEWS FLASH

Some people like to keep up their stuff in reality and don't just own 10 year old rusted stuff. Sort of the reason I liked the textures in halo reach I think they too came to that realization that not everything in the world has to be this way.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 7, 2011 10:11 PM    Msg. 2257 of 9951       
Quote: --- Original message by: Volteer55
the Legend of Spyro
Dawn of the Dragon HUD

http://www.xfire.com/video/4279a5/

its not the best HUD,
Some of you will like it
Some of you will Hate it
Haters gonna Hate
And if your too lazy to watch the HUD in action:
http://screenshot.xfire.com/s/111533780-3.jpg

Though still a WIP, its working better then i started..
when i started both shield and health was behind background
then it was just the shield, now its fixed :3

what i am Planing to do:

Swap Player icon (spyro icon) with a simalar styled Weapon icon (Assalt Rifle for example, pionting up/right direction)
and the powerup icon as the type of ammo the weapon uses
The combo meter will probably be the total remaining ammo/plasma

the Furry meter, i dont know yet, static maybe, or video overlay for an awesome overcharge effect,

Cynder...
as for her health/mana meters well static i'm guessing, or Grenade Details,

player icon = active grenade
powerup icon = inactive grenade
combo meters = total active grenades
meters... well... Anyone have an idea for these? More Grenade info? More Weapon info? More ???? Info?

Take Note: If it looks Right and Feals Right, Ill put it in...
So ideas would be Nice!


You should put in a masterchief face instead of spyro


Alberto
Joined: Mar 6, 2011

Disillusioned by the internet. Getting a life..


Posted: Mar 7, 2011 11:06 PM    Msg. 2258 of 9951       
There is a difference between offering advice and forcing it on to someone, something that many people here can not understand.


Volteer55
Joined: Jul 11, 2010


Posted: Mar 8, 2011 01:38 AM    Msg. 2259 of 9951       
Quote: --- Original message by: spartan314
Quote: --- Original message by: Volteer55
the Legend of Spyro
Dawn of the Dragon HUD

http://www.xfire.com/video/4279a5/

its not the best HUD,
Some of you will like it
Some of you will Hate it
Haters gonna Hate
And if your too lazy to watch the HUD in action:
http://screenshot.xfire.com/s/111533780-3.jpg

Though still a WIP, its working better then i started..
when i started both shield and health was behind background
then it was just the shield, now its fixed :3

what i am Planing to do:

Swap Player icon (spyro icon) with a simalar styled Weapon icon (Assalt Rifle for example, pionting up/right direction)
and the powerup icon as the type of ammo the weapon uses
The combo meter will probably be the total remaining ammo/plasma

the Furry meter, i dont know yet, static maybe, or video overlay for an awesome overcharge effect,

Cynder...
as for her health/mana meters well static i'm guessing, or Grenade Details,

player icon = active grenade
powerup icon = inactive grenade
combo meters = total active grenades
meters... well... Anyone have an idea for these? More Grenade info? More Weapon info? More ???? Info?

Take Note: If it looks Right and Feals Right, Ill put it in...
So ideas would be Nice!


You should put in a masterchief face instead of spyro


You should read the entire post before quoting;
i said: "Swap Player icon (spyro icon) with a similar styled Weapon icon"


Skidrow925
Joined: Mar 19, 2010

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


Posted: Mar 8, 2011 10:07 AM    Msg. 2260 of 9951       
Quote: --- Original message by: eliteslasher
@Everybody

NEWS FLASH

Some people like to keep up their stuff in reality and don't just own 10 year old rusted stuff. Sort of the reason I liked the textures in halo reach I think they too came to that realization that not everything in the world has to be this way.



NEWS FLASH

Things are made rusted because metal rust's over time. And assuming your map hasn't been "used" in a while it's gonna look a little rusty.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 8, 2011 01:56 PM    Msg. 2261 of 9951       
Quote: --- Original message by: Volteer55
Quote: --- Original message by: spartan314
Quote: --- Original message by: Volteer55
the Legend of Spyro
Dawn of the Dragon HUD

http://www.xfire.com/video/4279a5/

its not the best HUD,
Some of you will like it
Some of you will Hate it
Haters gonna Hate
And if your too lazy to watch the HUD in action:
http://screenshot.xfire.com/s/111533780-3.jpg

Though still a WIP, its working better then i started..
when i started both shield and health was behind background
then it was just the shield, now its fixed :3

what i am Planing to do:

Swap Player icon (spyro icon) with a simalar styled Weapon icon (Assalt Rifle for example, pionting up/right direction)
and the powerup icon as the type of ammo the weapon uses
The combo meter will probably be the total remaining ammo/plasma

the Furry meter, i dont know yet, static maybe, or video overlay for an awesome overcharge effect,

Cynder...
as for her health/mana meters well static i'm guessing, or Grenade Details,

player icon = active grenade
powerup icon = inactive grenade
combo meters = total active grenades
meters... well... Anyone have an idea for these? More Grenade info? More Weapon info? More ???? Info?

Take Note: If it looks Right and Feals Right, Ill put it in...
So ideas would be Nice!


You should put in a masterchief face instead of spyro


You should read the entire post before quoting;
i said: "Swap Player icon (spyro icon) with a similar styled Weapon icon"


I like quoting. and I did read the whole post. And it said weapon icon. I was suggesting a master chief. :)


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 8, 2011 02:13 PM    Msg. 2262 of 9951       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: eliteslasher
@Everybody

NEWS FLASH

Some people like to keep up their stuff in reality and don't just own 10 year old rusted stuff. Sort of the reason I liked the textures in halo reach I think they too came to that realization that not everything in the world has to be this way.



NEWS FLASH

Things are made rusted because metal rust's over time. And assuming your map hasn't been "used" in a while it's gonna look a little rusty.


Well that's my point at least for this map.
Power on should in most cases equate to recent activity meaning it should be cleaner. That's why I am thinking of changing the grime layers to be less prominent in the map.

I can see for some maps such as maps where something is used for storage or something has obviously been abandoned that having grime and rust makes sense, but I have looked at some maps for CoD mainly as well as some other games where their usage of rust and grime makes little sense. Just saying that people seem to evaluate a games bitmap quality by how much detail is put into making things look used when sometimes a texture that is kept up and cleaner looking is what is really needed to make sense but they still won't use it.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 8, 2011 05:32 PM    Msg. 2263 of 9951       
First attemtpt at modeling a small cliff:




Edited by Sergeant 1337 on Mar 8, 2011 at 05:34 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 8, 2011 07:37 PM    Msg. 2264 of 9951       
Quote: --- Original message by: eliteslasher
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: eliteslasher
@Everybody

NEWS FLASH

Some people like to keep up their stuff in reality and don't just own 10 year old rusted stuff. Sort of the reason I liked the textures in halo reach I think they too came to that realization that not everything in the world has to be this way.



NEWS FLASH

Things are made rusted because metal rust's over time. And assuming your map hasn't been "used" in a while it's gonna look a little rusty.


Well that's my point at least for this map.
Power on should in most cases equate to recent activity meaning it should be cleaner. That's why I am thinking of changing the grime layers to be less prominent in the map.

I can see for some maps such as maps where something is used for storage or something has obviously been abandoned that having grime and rust makes sense, but I have looked at some maps for CoD mainly as well as some other games where their usage of rust and grime makes little sense. Just saying that people seem to evaluate a games bitmap quality by how much detail is put into making things look used when sometimes a texture that is kept up and cleaner looking is what is really needed to make sense but they still won't use it.


Indeed, some metal does rust over time, but it also depends on a considerable amount of variables as to why. Could range from anything to the weather, people there, if its painted, etc. Your map kinda shows that things should only be a little dirty, but not totally grungy. Imo, the lockers need to be less brown, and more a whitish/brown almost (beige?), and a bit shiny, to give a painted feeling.

Quote: --- Original message by: Sergeant 1337

First attemtpt at modeling a small cliff:




Edited by Sergeant 1337 on Mar 8, 2011 at 05:34 PM


Looks alright for your first try, but I suggest just googling some pictures of cliffs and trying to copy them the best you can. The cliffs you have now look a bit unnaturally weathered, and I think you could do a bit better. Try not to have so much noise on all the vertices, but to rather show more detailed cracks and etc by using the cut tool and moving the vertices. Don't make it smooth, but don't make it unnaturally jagged.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 8, 2011 08:03 PM    Msg. 2265 of 9951       
Quote: --- Original message by: Carter 151
unless you're going for the quarry look.


Well yes, but from his pictures he isn't trying to take that route.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 8, 2011 08:05 PM    Msg. 2266 of 9951       
Oh wow, that cut tool is actually really useful. Thanks Higuy, I'll make some improvements and post pics.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 8, 2011 10:30 PM    Msg. 2267 of 9951       
Quote: --- Original message by: Sergeant 1337
Oh wow, that cut tool is actually really useful. Thanks Higuy, I'll make some improvements and post pics.


This is what happens when you listen to more experienced members. :D

Also, I've been bored lately and I've done some small things for myself.



I know the errors on the biped (they've since been fixed) so don't point them out.
And I know it takes no skill whatsoever to do this stuff.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 8, 2011 10:41 PM    Msg. 2268 of 9951       
what err- o,icwatthayr :)

so anyways, for the cliffs, I should try to model deeper spaces where cracks are in the textures?
Edited by Sergeant 1337 on Mar 8, 2011 at 10:42 PM


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Mar 8, 2011 10:57 PM    Msg. 2269 of 9951       
Quote: --- Original message by: Sergeant 1337

what err- o,icwatthayr :)

so anyways, for the cliffs, I should try to model deeper spaces where cracks are in the textures?
Edited by Sergeant 1337 on Mar 8, 2011 at 10:42 PM


No, use a bump map to handle that. Only model in large details.
Edited by SeL on Mar 8, 2011 at 10:57 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 8, 2011 11:25 PM    Msg. 2270 of 9951       
ok, ya thats what i was thinking. So just keep doing what I'm doing, but better.


Volteer55
Joined: Jul 11, 2010


Posted: Mar 9, 2011 01:06 AM    Msg. 2271 of 9951       
UPDATE ON DAWN OF THE DRAGON HUD

Assault Rifle:

Or Video in action: http://www.xfire.com/video/4295f8/

As a WIP it is still way off my designated target.

Need to fix:

  • Color of Loaded ammo Number to Blue

  • Add Total ammo remaining somewhere (Combo Position??)

  • (IF BOTHERED) like 1px around the Assault rifle icon and the Background



Need to do:

  • Create DOTD GRENADE HUD (poor cynder)

  • Furry meter (used for Special video overlay effect i will use)

  • Reticule?

  • Various weapon HUD

  • Various Vehicle HUD

  • Dawn of the Dragon HUD Numbers

  • ((POSSIBLE)) CynderSide version

  • HUD Globals

  • And much More...



I may work on a reversed version of my DOTD HUD for Cynder fans
i will call this the CynderSide DOTD HUD

For now i will work on the DOTD Grenade HUD...
If you can help me in acquiring the HUD Numbers for DOTD, Please Help, this will not be Completely finished without them!

XFire: Volteer55


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 9, 2011 01:56 AM    Msg. 2272 of 9951       
Find out the name of the font used in the game, google the font name on Google Images, find the appropriate image, save it to your desktop, get it in-game.

ITC Conduit (Halo 2, 3, reach font)


Eurostile (Reach HUD numbers)


All you gotta do is invert the colors, size the numbers appropriately, and turn them into sprites. It's what I did for my Halo 3 HUD.
Edited by jesse on Mar 9, 2011 at 01:59 AM


Sceny
Joined: Nov 20, 2010

Awesome Faggot!


Posted: Mar 9, 2011 03:46 AM    Msg. 2273 of 9951       
Quote: --- Original message by: jesse

Find out the name of the font used in the game, google the font name on Google Images, find the appropriate image, save it to your desktop, get it in-game.

ITC Conduit (Halo 2, 3, reach font)
http://www.identifont.com/samples/itc/Conduit.gif


Download Conduit? :o http://www.mediafire.com/?bisl9o8upwdvo8b


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 9, 2011 03:59 AM    Msg. 2274 of 9951       
Quote: --- Original message by: Higuy
Quote: --- Original message by: eliteslasher
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: eliteslasher
@Everybody

NEWS FLASH

Some people like to keep up their stuff in reality and don't just own 10 year old rusted stuff. Sort of the reason I liked the textures in halo reach I think they too came to that realization that not everything in the world has to be this way.



NEWS FLASH

Things are made rusted because metal rust's over time. And assuming your map hasn't been "used" in a while it's gonna look a little rusty.


Well that's my point at least for this map.
Power on should in most cases equate to recent activity meaning it should be cleaner. That's why I am thinking of changing the grime layers to be less prominent in the map.

I can see for some maps such as maps where something is used for storage or something has obviously been abandoned that having grime and rust makes sense, but I have looked at some maps for CoD mainly as well as some other games where their usage of rust and grime makes little sense. Just saying that people seem to evaluate a games bitmap quality by how much detail is put into making things look used when sometimes a texture that is kept up and cleaner looking is what is really needed to make sense but they still won't use it.


Indeed, some metal does rust over time, but it also depends on a considerable amount of variables as to why. Could range from anything to the weather, people there, if its painted, etc. Your map kinda shows that things should only be a little dirty, but not totally grungy. Imo, the lockers need to be less brown, and more a whitish/brown almost (beige?), and a bit shiny, to give a painted feeling.


Yeah. I agree with ya there. about the lockers, I've been trying to get a decent texture and shader for those and they are giving me a hell of a time. Wish I knew more about texturing. Not even exactly sure how to acquire exactly what I want, but I guess I can only keep trying and keep looking for ways to improve my texturing.

Also. Just another small update on scenery I am working on for Gen Fac.
Still needs to be reworked with accountance for the chipped paint that should be near the fake ridges I put in, but should be no biggie to rework that.

Plus, what was that thing we were talking about too much grime?
That might apply here. May have to tone that down a little.



Volteer55
Joined: Jul 11, 2010


Posted: Mar 9, 2011 06:44 AM    Msg. 2275 of 9951       
Quote: --- Original message by: jesse

Find out the name of the font used in the game, google the font name on Google Images, find the appropriate image, save it to your desktop, get it in-game.

ITC Conduit (Halo 2, 3, reach font)
http://www.identifont.com/samples/itc/Conduit.gif

Eurostile (Reach HUD numbers)
http://www.identifont.com/samples/urw/EurostileTHea.gif

All you gotta do is invert the colors, size the numbers appropriately, and turn them into sprites. It's what I did for my Halo 3 HUD.
Edited by jesse on Mar 9, 2011 at 01:59 AM


Thanks for accurly noticing my HUD,
but finding the appropriate font will be HARD cause almost no one that plays it, knows anything in this area, thus i am really working alone on this, and i dont want to "mod" the game just to get a bunch of numbers... on the downside, i have not got a clue on where to begin with sprites, all i know is a blue box arround the target sprite within the bitmap, ...i was gonna say more, but i forgot at the start... so ill leave it as this...

 
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