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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 128 of 285)
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General Okar
Joined: Aug 29, 2011

I hate this place


Posted: Jun 13, 2012 05:26 AM    Msg. 4446 of 9951       
You're judging someone's outlook on life by what they wear on their hands
hmmmmmmmmmmm
Edited by General Okar on Jun 13, 2012 at 05:27 AM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Jun 13, 2012 10:26 AM    Msg. 4447 of 9951       
Quote: --- Original message by: FMT MasterChief

Jesse is really emo


you are making some very weighty assumptioPr
Edited by SilentJacket on Jun 13, 2012 at 10:27 AM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 13, 2012 11:55 AM    Msg. 4448 of 9951       
Jack Skellington is awesome. Not sure where you guys are getting this emo stuff from. His hands aren't bloody and his keyboard isn't either, not to mention we doesn't post suicide-attempt-threats on the internet all that much. Yes I know this isn't funny, but you all hopefully get my point.

Jesse, I'd put some visible threads/stitches into the model of the hands to give it a real glove-like look.
Edited by DarkHalo003 on Jun 13, 2012 at 11:55 AM


P3
Joined: Dec 2, 2011


Posted: Jun 13, 2012 12:48 PM    Msg. 4449 of 9951       
If he's not emo.... then he's goth! :D Nah jk


starscream20
Joined: Mar 9, 2012


Posted: Jun 13, 2012 01:03 PM    Msg. 4450 of 9951       
Good work on all this guys! I love the gloves 0_0

Waits 4 release


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 13, 2012 04:21 PM    Msg. 4451 of 9951       
If you look closely, you will see the fabric detail.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 13, 2012 06:51 PM    Msg. 4452 of 9951       
Quote: --- Original message by: XlzQwerty1
If you look closely, you will see the fabric detail.

Have to look a little too close though.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Jun 13, 2012 08:50 PM    Msg. 4453 of 9951       
Quote: --- Original message by: Jesse
Some edits I made to my glove hands (in-game).

http://oi45.tinypic.com/2lxts11.jpg

http://i48.tinypic.com/15zo4rq.jpg

http://i47.tinypic.com/jhzvqr.jpg

http://i48.tinypic.com/34775sy.jpg

Obviously I made these because I have and use them IRL.


I used to have a striped grey and back hoodie with Jack on it. About...5-6 years ago...yeh.

Anyways, you should keep working on that. The repetition is very noticable, and you should have the face appear as if it were a different material, rather than the same as the bones. Because (or at least it appears) the real thing has the sewing and the rest just screen printing. Or you could make it all look sewn on. Just ssomething instead if just plain white there.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 13, 2012 11:06 PM    Msg. 4454 of 9951       
Update on the forerunner base posted earlier.
I guess I will just show it this time so... sorry 56k... if there are any people still around WITH 56k.
Shadows have been turned on one of the lights in the scene to help you get a feel for the polies. Open images in new tab to see full res. It looks much nicer in full res.





PS.

Keep this in mind. I could have been a d**k and posted as PNG like SOME people do here.
Edited by eliteslasher on Jun 13, 2012 at 11:10 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 13, 2012 11:56 PM    Msg. 4455 of 9951       
If you look closely at the third picture (last renderp) you can see the corduroy pattern on it. I tried not to wash it out, but the gloves are completely black after all. The bones on the real gloves are a rubbery texture as if they were 'painted' on, but the jack skellington is infact, stitched on.

Also, I'm not emo, I don't cut myself, although I do have a preference for black clothing because I'm slightly dark from all my time in the sun, so I wear black to tone down the effects (I would NOT wear a white shirt.)

If you'd all like to know, people say I have a dark demeanor, even though I am a 'nice' person.
Edited by Jesse on Jun 13, 2012 at 11:59 PM


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jun 14, 2012 02:47 AM    Msg. 4456 of 9951       
Quote: --- Original message by: eliteslasher

Update on the forerunner base posted earlier.
I guess I will just show it this time so... sorry 56k... if there are any people still around WITH 56k.
Shadows have been turned on one of the lights in the scene to help you get a feel for the polies. Open images in new tab to see full res. It looks much nicer in full res.

http://i.imgur.com/UXhwo.jpg

http://i.imgur.com/O8opw.jpg

PS.

Keep this in mind. I could have been a d**k and posted as PNG like SOME people do here.
Edited by eliteslasher on Jun 13, 2012 at 11:10 PM


Mind. Blown.

We got a forerunner master here.


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Jun 14, 2012 02:52 AM    Msg. 4457 of 9951       
It ain't half bad, I see only a few things that can use a few improvements but nothing drastically needed. Good start so far.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 14, 2012 03:23 AM    Msg. 4458 of 9951       
For example, something that would be changed is that big huge flatness that is the rounded front panel at the bottom of the second level as well as the first level? Yeah I see a few very bland areas actually. Might I add I haven't even BEGUN to create intrusion detail into this besides the large grooved ares. Also, see that big pylon support in the middle. I think it may be big enough to have some alternate route to the top in it. Maybe also some small rooms with switches or something. (B**ches love switches) Got to give the structure purpose. Maybe some teleporters.
Anyway Perhaps this following hallway design based off Halo 3 Coldstorage's tunnels can come in handy for that endeavor. These textures are utter crap BTW and will never be used in this map anywhere so don't fear. Those textures I made about 4 or 5 weeks ago when I was bored and they reminded me that I need to get back to Photoshop and re-practice my forerunner texture designs.

Edit:

Also, I just checked poly count in mesh and I am currently at about 6300.
I have to say, I thought it would actually be higher because I have some unnecessary extra detail. But hell, I still need to do the 1st levels's back floor and figure out a way to integrate this into a cliffside. I don't think boolean would be the best thing to do , at least, not for all of the model. There are some things I am not a fan of when using boolean. But I can figure that out when I get to it I guess.


Edited by eliteslasher on Jun 14, 2012 at 03:36 AM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 14, 2012 11:32 AM    Msg. 4459 of 9951       
Looking great Slasher! My only crit is that the floor with the accompanying texture looks kind of distorted. It could be the pixels though....


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 14, 2012 02:16 PM    Msg. 4460 of 9951       
Quote: --- Original message by: DarkHalo003
Looking great Slasher! My only crit is that the floor with the accompanying texture looks kind of distorted. It could be the pixels though....


Well any texture unwrapped to that portion of the floor will be distorted because each poly is not an actual square, but rather a trapezoid, However, having to follow the curve, it makes any texture have to distort slightly, the only thing that can be done in this instance, which I most likely will do, is to make a straight, a 45 degree part and then another straight and at the corners put a piece of metal or glass or trimmed area that allows you to get back to straight and ignore the distortion. Sort of cheating, but hey, that's what you gotta do when dealing with polies and not real world and actually, I noticed last night after having looked at a video of Coldstorage, the map they are based off of, that that is what they actually did themselves to overcome that flaw.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 14, 2012 03:08 PM    Msg. 4461 of 9951       
If you unwrap it correctly you can fix it.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Jun 14, 2012 03:36 PM    Msg. 4462 of 9951       
Quote: --- Original message by: ally
my crap terrain started.

http://oi50.tinypic.com/bwpr5.jpg
don't worry i pointed out my own flaws.


I liked how the bsp looks mister ally :D Fix the uvwrapping on the cliff and make them more real. Change the texture you have on the base, and that would be great :D
---------------------------------------

Eliteslasher, i pretty liked your model, keep up the good work :D


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Jun 14, 2012 05:40 PM    Msg. 4463 of 9951       
Try adding some support beams to that interior piece.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 14, 2012 06:23 PM    Msg. 4464 of 9951       
Quote: --- Original message by: KingFisher
Try adding some support beams to that interior piece.


HAHA! That's actually what it calls for in Cold Storage. I still have yet to do that or decide how I want to do it for that matter. One thing is for sure though. It WILL be the highest low poly way I can do it to make it look nice.

@ Higuy
I could unwrap each individual trapezoid to the same spot in a uvw unwrap and have them all the same tiles, but here is the problem with that. I can then not use the same unwrap for the rest of the floor, the detail maps will not tile right, and then I will just increase my tag size even more with the extra bitmap for the rest of the floor. If you are meaning however that you can unwrap a square/rectangle to a trapezoid without distortion, please explain this geometry defying black magic of which you speak. When I get home tonight though I will update the geometry on it and show you how I think I want to overcome the problem. I think you will come to agree it is probably the best course of action and will help to give extra detail to the model. I will also try and get some supports in the sides if I have the time.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 14, 2012 07:54 PM    Msg. 4465 of 9951       
Show me the wireframe of the floor and the texture. Its fairly simple in uvw unwrap.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 14, 2012 11:12 PM    Msg. 4466 of 9951       
Here is the wireframe. The floor is mapped to a strip texture which is why it distorts so I am not sure what you think you will be able to do about it since it is trapezoidal. Anyway. I will post a picture later of how I want to fix the issue, but if you want to try and figure out how to unwrap it better, be my guest. I just am not really thinking it's possible. the square just doesn't fit in the trapezoid hole. :/




ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jun 15, 2012 02:56 AM    Msg. 4467 of 9951       
thanks darksoldier,

choosing the right textures is what has held this map back for so long,
the amount of times i have textured and re-textured the whole thing is getting beyond
a joke lol. at times i have added textures then changed the model in certain areas too, so i think that also goes to show that i'm not 100% happy with the model. just doesn't have enough detail for the way i would like it too. the poly count is around the 17,000 mark with portals it will be fine.
but with the amount of extra detail i would like to add, would maybe mean the map has to be a .yelo. that's something i'm not too happy about doing right now because not everyones pc is
allowing a problem free open sauce install. mine runs it fine but there are others that have problems.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 03:58 AM    Msg. 4468 of 9951       
17000 is just fine. 80000 is the map poly limit for non OS if I am not mistaken. I have no idea what it would be with OS. I really do not concern myself with poly counts at this point. More the polies the better imo.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jun 15, 2012 04:06 AM    Msg. 4469 of 9951       
i know the hek tutorial is mainly just a guide line but it says around 10,000 for mp.
that's basically what i was going by, as soon a i went above around 15,000 that's when faces started disappearing in-game, but that's with no portals yet.
Edited by ally on Jun 15, 2012 at 04:06 AM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 04:22 AM    Msg. 4470 of 9951       
Quote: --- Original message by: ally

i know the hek tutorial is mainly just a guide line but it says around 10,000 for mp.
that's basically what i was going by, as soon a i went above around 15,000 that's when faces started disappearing in-game, but that's with no portals yet.
Edited by ally on Jun 15, 2012 at 04:06 AM


Yeah, don't worry too much, when portaled it should be just fine. "Most" computers today should be able to handle the max so long as there aren't too many high poly sceneries cluttering up the area. Make sure that you have good LODs on anything that is scenery, weapons, etc in your map and I can't see you having any trouble. After all, what is ACTUALLY being rendered is what is most important. Polies per scene is what really kills you if you have a sub par computer. So long as there isn't an INSANELY high amount of polies in one area, visual lag should be minimal at most. The tructure I am making at current, I am making for those more fortunate people. The poly count for the one structure alone is getting pretty high, however, since the structure is so big, it is most likely that most of the planes will not all be rendered as they will either be out of FOV, or behind other polies (tunnel polies)


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jun 15, 2012 04:42 AM    Msg. 4471 of 9951       
good stuff, i should be in good shape for more detail then, os hasn't had the poly limit tested to my knowledge and i have seen no mention anywhere as to what the developer reckons the limit is might be increased to. i guess with os that might just have to be trial to find out really.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 15, 2012 07:05 AM    Msg. 4472 of 9951       
I cant assume what the texture looks like, but if I did, you should unwrap it so its like going vertically (or sideways) along the texture. Then, with the side that curves inward, you need to pull its vertices up. This will fix the distortion. It's the same thing with streams and any other strip texture thats curved.
Edited by Higuy on Jun 15, 2012 at 07:05 AM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 01:35 PM    Msg. 4473 of 9951       
Quote: --- Original message by: Higuy

I cant assume what the texture looks like, but if I did, you should unwrap it so its like going vertically (or sideways) along the texture. Then, with the side that curves inward, you need to pull its vertices up. This will fix the distortion. It's the same thing with streams and any other strip texture thats curved.
Edited by Higuy on Jun 15, 2012 at 07:05 AM


only problem with that however is when i get back to a straight, I have the texture pulled up and then it will be distorted for that area.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 15, 2012 02:05 PM    Msg. 4474 of 9951       
Thats why you go into vertex mode and pull up only the vertices you need to - the ones on the inside of the bend.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 02:44 PM    Msg. 4475 of 9951       
Quote: --- Original message by: Higuy
Thats why you go into vertex mode and pull up only the vertices you need to - the ones on the inside of the bend.


Oh i see. It will leave a seam is what you are saying but it would be a mainly minimal seam only at those edges. I think I get what you are saying now. That aside, I may have a better idea which actually, IMO, looks more of a Forerunnerish way to do it anyway. It will leave me with the need to custom unwrap only 1 part on the ceiling, 2 parts on the floor, and that little corner piece (only on the insides though). What's your thoughts on going this route?




or if i wanted to just do less custom unwrapping and rather just trimming, I could do this perhaps


Edited by eliteslasher on Jun 15, 2012 at 03:03 PM


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Jun 15, 2012 02:56 PM    Msg. 4476 of 9951       
Yes, If you look at halo 3 is a great example of how they deal with seams with strip textures.

Anyways, I thought I should leave this here: WIP skin:



eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 03:08 PM    Msg. 4477 of 9951       
Quote: --- Original message by: KingFisher
Yes, If you look at halo 3 is a great example of how they deal with seams with strip textures.

Anyways, I thought I should leave this here: WIP skin:

http://www.modacity.net/forums/attachment.php?attachmentid=2888&d=1339786381


That's quite similar to what I initially planned to do for my supports in the tunnels.
lol. I see you do your edges and shadows the same way I do them. Let me guess, select all panels, invert selection full white fil,l invert selection, blur tool, invert selection, delete full fill, small white edge is left for perfect edge reflection adjust layer opacity until desired affect. and you do the exact opposite with black for the shadows.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 15, 2012 03:58 PM    Msg. 4478 of 9951       
Quote: --- Original message by: eliteslasher

or if i wanted to just do less custom unwrapping and rather just trimming, I could do this perhaps

http://i.imgur.com/U8PxC.jpg
Edited by eliteslasher on Jun 15, 2012 at 03:03 PM


This also works, you should put glass on an inseted part of each "rectangle" on all 3 pieces as well. Under it you could put something similar to Halo 1's tech panels.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jun 15, 2012 04:12 PM    Msg. 4479 of 9951       
oh so it's like not all one huge panel but rater 3 strips? That might be cool

Are you meaning like this?
Or should i do the outer strips only and leave the inner strip for the middle strip I intended to do and just do that the whole way unwrapping it the way you described previously to keep the distortion out.


this


or this


Edited by eliteslasher on Jun 15, 2012 at 04:21 PM
Edited by eliteslasher on Jun 15, 2012 at 04:24 PM


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Jun 15, 2012 04:28 PM    Msg. 4480 of 9951       
Quote: --- Original message by: eliteslasher

That's quite similar to what I initially planned to do for my supports in the tunnels.
lol. I see you do your edges and shadows the same way I do them. Let me guess, select all panels, invert selection full white fil,l invert selection, blur tool, invert selection, delete full fill, small white edge is left for perfect edge reflection adjust layer opacity until desired affect. and you do the exact opposite with black for the shadows.


Actually no, I render out my UV template. Create a layer with a darker metal texture, create another layer and use the polygon lasso tool to outline the UV shape, and then use the lasso tool once again to cut out the desired lines/patterns. After that, I apply a layer style (Outer glow and Inner Glow). Outer glow uses the burn tool for darker edges, and Inner Glow uses the dodge tool for lighter edges.

 
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