
Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: May 31, 2011 04:51 PM
Msg. 2556 of 9951
more round, more detail, more shape, less boxy.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 31, 2011 04:58 PM
Msg. 2557 of 9951
Quote: --- Original message by: Sergeant 1337 more round, more detail, more shape, less boxy. That's because it is a work in progress. First person to suggest TurboSmooth get's killed.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: May 31, 2011 05:07 PM
Msg. 2558 of 9951
Quote: --- Original message by: M6dEEpQuote: --- Original message by: Shade117 pro
The light on the last 3 images are too intense. Reduce the intensity of the light because that's pure white right there (Which is never good for lightmapping). You telling me about lightmapping, lol ?
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Amazingcuziam
Joined: Apr 16, 2010
Sup.
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Posted: May 31, 2011 06:17 PM
Msg. 2559 of 9951
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Sergeant 1337 more round, more detail, more shape, less boxy. That's because it is a work in progress. First person to suggest TurboSmooth get's killed. Needs turbosmooth, give it three iterations, that should be good... Four if it doesn't hit 100,000 polys. Also, chamfer every poly to make it less boxy, then use another 3 iters for maximun win. then use the optimize modifier and put it so it remove as many polys as possible, then use another 5 1/2 iters, then render with 15 iters, then post render.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 31, 2011 06:21 PM
Msg. 2560 of 9951
Quote: --- Original message by: AmazingcuziamQuote: --- Original message by: Skidrow925Quote: --- Original message by: Sergeant 1337 more round, more detail, more shape, less boxy. That's because it is a work in progress. First person to suggest TurboSmooth get's killed. Needs turbosmooth, give it three iterations, that should be good... Four if it doesn't hit 100,000 polys. Also, chamfer every poly to make it less boxy, then use another 3 iters for maximun win. then use the optimize modifier and put it so it remove as many polys as possible, then use another 5 1/2 iters, then render with 15 iters, then post render. Nope. Time for you to die.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 1, 2011 04:54 PM
Msg. 2561 of 9951
Well good news! My map is finished texture-wise and there doesn't seem to be any issues with the boundary lines (where the map ends). Unfortunately, I'm running into a handful of tedious errors, and it'll take a bit before it's ready for Guerilla and Sapien. :(
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jun 1, 2011 05:54 PM
Msg. 2562 of 9951
 Basing it mostly off of this: http://dl.dropbox.com/u/1455347/Map%20Renders/favela.jpgDoing a low poly model of Favela from MW2. I like the layout and gameplay of the map so I'm going to see how well it does in Halo before I even think of adding more detail. Edited by chrisk123999 on Jun 1, 2011 at 05:55 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 2, 2011 12:22 AM
Msg. 2563 of 9951
good luck 
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Jun 2, 2011 07:00 AM
Msg. 2564 of 9951
Quote: --- Original message by: Skidrow925Quote: --- Original message by: AmazingcuziamQuote: --- Original message by: Skidrow925Quote: --- Original message by: Sergeant 1337 more round, more detail, more shape, less boxy. That's because it is a work in progress. First person to suggest TurboSmooth get's killed. Needs turbosmooth, give it three iterations, that should be good... Four if it doesn't hit 100,000 polys. Also, chamfer every poly to make it less boxy, then use another 3 iters for maximun win. then use the optimize modifier and put it so it remove as many polys as possible, then use another 5 1/2 iters, then render with 15 iters, then post render. Nope. Time for you to die. I'm interested to see what small details like drop pod/lifepod bays, hangars, transparent windows, turrets, bombs, shield generators, life support, engines etc. You're going to put on the Harbringer. I really think it would be nice to have a fully functional ship, not just loads of unusable scenery crap, for once. The only thing that wouldn't be possible is driving it, 'cos that would mean both serious lag and serious crap for everything inside it too. Also, I suggest turbosmooth. (XD) Edited by Petera275 on Jun 2, 2011 at 07:00 AM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jun 2, 2011 07:32 AM
Msg. 2565 of 9951
TurboSmooth is only good for creating highpoly objects for use in calculating surface angle data when generating normal maps. You could use it to generate a smooth edge and then optimize it, but it's much easier to just use chamfer or manually place the edge. TurboSmooth splits a face into 4, so it adds and edge through the middle vertically and horizontally. And then calculates the position to create the verts by averaging out the surrounding verts. The more iterations you add to it then the more the faces are split - Help's to know what it does :) Here is an example I just made: Edited by anonymous_2009 on Jun 2, 2011 at 07:36 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 2, 2011 10:09 AM
Msg. 2566 of 9951
Quote: --- Original message by: Petera275Quote: --- Original message by: Skidrow925Quote: --- Original message by: AmazingcuziamQuote: --- Original message by: Skidrow925Quote: --- Original message by: Sergeant 1337 more round, more detail, more shape, less boxy. That's because it is a work in progress. First person to suggest TurboSmooth get's killed. Needs turbosmooth, give it three iterations, that should be good... Four if it doesn't hit 100,000 polys. Also, chamfer every poly to make it less boxy, then use another 3 iters for maximun win. then use the optimize modifier and put it so it remove as many polys as possible, then use another 5 1/2 iters, then render with 15 iters, then post render. Nope. Time for you to die. I'm interested to see what small details like drop pod/lifepod bays, hangars, transparent windows, turrets, bombs, shield generators, life support, engines etc. You're going to put on the Harbringer. I really think it would be nice to have a fully functional ship, not just loads of unusable scenery crap, for once. The only thing that wouldn't be possible is driving it, 'cos that would mean both serious lag and serious crap for everything inside it too. Also, I suggest turbosmooth. (XD) Edited by Petera275 on Jun 2, 2011 at 07:00 AM I ain't using turbosmooth on it. And yeah I knew what it did. For detail's I am working on a bridge the ground pounder bay an ODST bay and possibly some maintenance areas and the hangers.. The ship will NOT be a vehicle. It will be a BSP and a higher detailed version will be used for animation's and sch in MAX and will include the main cannon and several other areas.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jun 2, 2011 03:49 PM
Msg. 2567 of 9951
 Moving along...
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 2, 2011 03:52 PM
Msg. 2568 of 9951
IMPOSSIBRU
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Karima Narstrom
Joined: Nov 12, 2010
Galloping along the hilltop rode the Narstrom....
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Posted: Jun 2, 2011 04:17 PM
Msg. 2569 of 9951
Quote: --- Original message by: SlappyThePirate IMPOSSIBRU xD what the hell is that?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 2, 2011 05:22 PM
Msg. 2570 of 9951
optical illusion. :o
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Jun 2, 2011 05:22 PM
Msg. 2571 of 9951
Quote: --- Original message by: SlappyThePirate IMPOSSIBRU You, sir, have my respect.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Jun 2, 2011 05:42 PM
Msg. 2572 of 9951
Quote: --- Original message by: Invader VeexQuote: --- Original message by: SlappyThePirate IMPOSSIBRU You, sir, have my respect.
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: Jun 2, 2011 08:31 PM
Msg. 2573 of 9951
Quote: --- Original message by: Sergeant 1337Quote: --- Original message by: Invader VeexQuote: --- Original message by: SlappyThePirate IMPOSSIBRU You, sir, have my respect.
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Noble
Joined: Sep 11, 2010
"Well if it isn't the big cheese!"
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Posted: Jun 2, 2011 08:33 PM
Msg. 2574 of 9951
Quote: --- Original message by: doompig444Quote: --- Original message by: Sergeant 1337Quote: --- Original message by: Invader VeexQuote: --- Original message by: SlappyThePirate IMPOSSIBRU You, sir, have my respect. me too.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jun 3, 2011 01:00 PM
Msg. 2575 of 9951
It's the perspective. It's probably not really connected.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 3, 2011 04:14 PM
Msg. 2576 of 9951
Quote: --- Original message by: chrisk123999 It's the perspective. It's probably not really connected.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 3, 2011 05:46 PM
Msg. 2577 of 9951
I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something.
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: Jun 3, 2011 05:48 PM
Msg. 2578 of 9951
Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 3, 2011 07:17 PM
Msg. 2579 of 9951
Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. I wasn't saying--... wait wait wait... what? I was just saying that it isn't too hard to do.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 5, 2011 10:36 AM
Msg. 2580 of 9951
Part A: http://www.xfire.com/video/47edaa/ Part B: http://www.xfire.com/video/47edbc/ As you can see, Part B is easily still a WIP because the AI only runs the command list %50 of the time. What's worse is the driver of the Rocket Hog is a wimp compared to the driver of the LAAG Hog, which I'll have to figure out how to fix (I may use my old computer to do this since my CE is laggy and stuff for this computer, plus part of my tagset doesn't allow Sapien to open. Wonderful right?!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 6, 2011 12:39 AM
Msg. 2581 of 9951
Textured the COD4 fp arms to resemble my fingerless (scissor-cut) gloves from real life.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 6, 2011 01:03 AM
Msg. 2582 of 9951
Wooooaaaahh (Toy Story Aliens voice)
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Jun 6, 2011 01:35 AM
Msg. 2583 of 9951
Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Or you can make that shape and just flip those faces.
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: Jun 6, 2011 01:45 AM
Msg. 2584 of 9951
Quote: --- Original message by: Skidrow925Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. I wasn't saying--... wait wait wait... what? I was just saying that it isn't too hard to do. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jun 6, 2011 02:29 AM
Msg. 2585 of 9951
Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. I wasn't saying--... wait wait wait... what? I was just saying that it isn't too hard to do. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. sup bro.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jun 6, 2011 09:34 AM
Msg. 2586 of 9951
Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925Quote: --- Original message by: doompig444Quote: --- Original message by: Skidrow925 I could do something like that using the cut thing. It just take's time to line up correctly. I could do it if ya want. IN his case it's probably an optical illusion or something. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. I wasn't saying--... wait wait wait... what? I was just saying that it isn't too hard to do. Sure, go ahead, if your ego really demands that you match someone else's efforts to look somewhat competent. I struggle to see where "ego" comes into this...
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: Jun 6, 2011 09:41 AM
Msg. 2587 of 9951
Quote: --- Original message by: jesse Textured the COD4 fp arms to resemble my fingerless (scissor-cut) gloves from real life. I don't like them, they're too detailed compared to everything else in that scene and draw your attention away from things that matter.
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antiblood
Joined: Jul 17, 2010
Hail satan, smoke mehth
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Posted: Jun 7, 2011 03:09 PM
Msg. 2588 of 9951
practise im not to good at forerunner so crit pl0x. anyone know where i got the inspiration? :P im thinking of remodeling a specific map over time cause im pro like that...lol accualy i just got nothing better to do :D Edited by antiblood on Jun 7, 2011 at 03:10 PM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jun 9, 2011 09:50 PM
Msg. 2589 of 9951
 I'm not sure how I want to do the street on the left side of the map... Edited by chrisk123999 on Jun 9, 2011 at 09:50 PMEdited by chrisk123999 on Jun 9, 2011 at 10:37 PMEdited by chrisk123999 on Jun 9, 2011 at 10:37 PM
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: Jun 10, 2011 07:51 AM
Msg. 2590 of 9951
Quote: --- Original message by: antibloodpractise im not to good at forerunner so crit pl0x. anyone know where i got the inspiration? :P im thinking of remodeling a specific map over time cause im pro like that...lol accualy i just got nothing better to do :D Edited by antiblood on Jun 7, 2011 at 03:10 PM I quickly threw this together, might help idk. What you made isn't really all that forerunner looking, the top bits should be distinctly seperate pieces of metal, and overall it's just sorta boring looking. Quote: --- Original message by: chrisk123999 At the very least, use a skylight + raytracer when rendering, it's very hard to distinguish anything in there without some lighting.
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