
MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Mar 10, 2013 03:21 AM
Msg. 5671 of 9951
Lolwut xP
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Ubergoober
Joined: Oct 11, 2010
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Posted: Mar 11, 2013 10:39 AM
Msg. 5672 of 9951
i dont, no one tells me anything :(
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 11, 2013 11:54 AM
Msg. 5673 of 9951
Working on reach stuff for fun :) LODS, collision fixed.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 11, 2013 11:14 PM
Msg. 5674 of 9951
Very nice! Loving those shaders.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Mar 12, 2013 07:28 AM
Msg. 5675 of 9951
Not bad but... might want to make those decals look less like they are glowing :P 
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 12, 2013 08:23 AM
Msg. 5676 of 9951
Thanks guys ! I can do it for you Bobblehob ! :) Thoses shaders are just place folder. It's time to improve them !
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 15, 2013 12:55 PM
Msg. 5677 of 9951
Quote: --- Original message by: TheHiralis Fix up the second one that looks more of a maroon colour. Remember, the primary colours of the Covenant are Cyan/Blue, Green, and Pink/Purple. Actually, I think the biggest distinction is the hexagonal pattern and the pearl/iridescence.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 15, 2013 01:19 PM
Msg. 5678 of 9951
The biggest distinction would actually be the shape and color.
Literally.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 15, 2013 01:25 PM
Msg. 5679 of 9951
Quote: --- Original message by: Dumb AI The biggest distinction would actually be the shape and color.
Literally. Okay, shape, yeah. Kinda slipped through the mental cracks there. But I stand by the fact that the pearlesence is a bigger distction for the covie aesthetic than specific hues are. Yes, blues and purples are the most common colors, but take a look at reach and halo 4. There are browns, greens, reds, maroons, yellows, etc. But nearly all of them have some sort of hex pattern or pearlescent/iridescent sheen.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 16, 2013 07:31 PM
Msg. 5680 of 9951
I'm trying to get the bubble shield looking correctly... but it wont work in MP
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 16, 2013 07:36 PM
Msg. 5681 of 9951
Quote: --- Original message by: TheHiralis Fix up the second one that looks more of a maroon colour. Remember, the primary colours of the Covenant are Cyan/Blue, Green, and Pink/Purple. I thought the green was dumb when we first saw it in H4... but it's really grown on me.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Mar 16, 2013 11:42 PM
Msg. 5682 of 9951
Quote: --- Original message by: TheHiralisQuote: --- Original message by: Masters1337Quote: --- Original message by: TheHiralis Fix up the second one that looks more of a maroon colour. Remember, the primary colours of the Covenant are Cyan/Blue, Green, and Pink/Purple. I thought the green was dumb when we first saw it in H4... but it's really grown on me. The dumbest thing about Halo 4 is the Lego pieces. The dumbest thing about Halo 4 is the lack of Marty and Michael. The experience would have been so much better if they had conducted the music. Yeha, the music is good in some parts, but it's also just... a meh in other parts. The music when you first saw Requiem was very good, as well as the music from the start of the Requiem mission, but apart from that, I wasn't all too fussed about the other tracks.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 17, 2013 10:07 AM
Msg. 5683 of 9951
I worked on the storage crate from reach. (It's not a perfect remake). I added my personal tastes on the shaders. Looking around the illum bitmaps for the glowing effect. (right click and view image for the full zize) Edited by darksoldier on Mar 17, 2013 at 10:15 AM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 18, 2013 10:35 AM
Msg. 5684 of 9951
Quote: --- Original message by: Juan It's only shiny in Halo Reach because of the phong lighting. The colors of the covenant's metal in Halo Reach is light violet and grey, you should try using those colors and find a glossy environment cubemap like that one from B40. The shaders on Halo Reach, it doesn't have a default cubemap or primary cubemap, it depends on the environment, like for example that the crate is in Sword Base, it will use Sword Base environment cubemap. That's only for the glossy objects like the ghost and other covenant objects. Does the needler use the same cubemap for every level?
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Mar 18, 2013 02:18 PM
Msg. 5685 of 9951
Quote: --- Original message by: LegionofShadowsQuote: --- Original message by: TheHiralisQuote: --- Original message by: Masters1337Quote: --- Original message by: TheHiralis Fix up the second one that looks more of a maroon colour. Remember, the primary colours of the Covenant are Cyan/Blue, Green, and Pink/Purple. I thought the green was dumb when we first saw it in H4... but it's really grown on me. The dumbest thing about Halo 4 is the Lego pieces. The dumbest thing about Halo 4 is the lack of Marty and Michael. The experience would have been so much better if they had conducted the music. Yeha, the music is good in some parts, but it's also just... a meh in other parts. The music when you first saw Requiem was very good, as well as the music from the start of the Requiem mission, but apart from that, I wasn't all too fussed about the other tracks. Mantis "Pursuit" was cool, and I really liked "Storm at Dawn", but I sort of agree: The music at the start of Requiem was beautifully epic, but after that the rest of the level's music was just kinda yucky.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 18, 2013 11:15 PM
Msg. 5686 of 9951
bahahaha!
I'm sorry, but how do you screw up that hard? :S
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 18, 2013 11:36 PM
Msg. 5687 of 9951
Quote: --- Original message by: Juan Wait Time = 1 days It's a box with extrudes, then with turbosmooth and applied with a noise modifier. Nothing special. Well at least you admitted it wasn't special... I can't even tell what it's supposed to be at the moment. Try to do some BSP stuff, and stay away from turbosmooth.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 18, 2013 11:38 PM
Msg. 5688 of 9951
Quote: --- Original message by: Spartan314Quote: --- Original message by: Juan Wait Time = 1 days It's a box with extrudes, then with turbosmooth and applied with a noise modifier. Nothing special. Well at least you admitted it wasn't special... I can't even tell what it's supposed to be at the moment. Try to do some BSP stuff, and stay away from turbosmooth. It's a rock, it even says so in the url that being said, when I first saw it, I thought it was a root
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 19, 2013 12:25 AM
Msg. 5689 of 9951
looks like some poop with a messed up headcrab attached
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 19, 2013 12:33 AM
Msg. 5690 of 9951
Let's just say that it looks more like a chunky liquid than a rock.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 19, 2013 06:52 PM
Msg. 5691 of 9951
Quote: --- Original message by: Mootjuh High-poly modelling. turbosmooth is really only good for making organics and things with no sharp edges, as turbosmoothed objects tend to destroy UVs easily. for example, in the bumpmap that I made for my assault rifle, I had to tune the model so much just so turbosmooth could work on a few pieces; below, you can see how turbosmooth generates unwanted creases and other unpleasant things, especially on cylinders: your best bet for making high poly pieces is to use chamfering instead, as the edges retain their original positions while being as smooth as you so desire. Edited by master noob on Mar 19, 2013 at 06:55 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 19, 2013 09:52 PM
Msg. 5692 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: Mootjuh High-poly modelling. turbosmooth is really only good for making organics and things with no sharp edges, as turbosmoothed objects tend to destroy UVs easily. for example, in the bumpmap that I made for my assault rifle, I had to tune the model so much just so turbosmooth could work on a few pieces; below, you can see how turbosmooth generates unwanted creases and other unpleasant things, especially on cylinders: http://i.imgur.com/DotdxEz.png http://i.imgur.com/GktklRr.jpg your best bet for making high poly pieces is to use chamfering instead, as the edges retain their original positions while being as smooth as you so desire. Edited by master noob on Mar 19, 2013 at 06:55 PM You just need to fully understand how high to low poly works me thinks. High poly can be used for everything if you know how to do it.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 19, 2013 10:05 PM
Msg. 5693 of 9951
Quote: --- Original message by: Maniac1000 You just need to fully understand how high to low poly works me thinks. High poly can be used for everything if you know how to do it. just saying that turbosmooth isn't always the answer.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 19, 2013 10:17 PM
Msg. 5694 of 9951
subsurf in blender is so much better than turbosmooth...
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 19, 2013 10:52 PM
Msg. 5695 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: Maniac1000 You just need to fully understand how high to low poly works me thinks. High poly can be used for everything if you know how to do it. just saying that turbosmooth isn't always the answer. That is true, but there is no object that can not be made high poly , the pinching and other errors are caused by manual error. I think i misunderstood what you were trying to say :)
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Mar 20, 2013 01:59 AM
Msg. 5696 of 9951
If you place your edges correctly on the high poly model and apply turbo smooth, you can almost make a high poly model from anything.
But that is the only trick, placing edges correctly.
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Mar 20, 2013 02:46 AM
Msg. 5697 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: Mootjuh High-poly modelling. turbosmooth is really only good for making organics and things with no sharp edges, as turbosmoothed objects tend to destroy UVs easily. for example, in the bumpmap that I made for my assault rifle, I had to tune the model so much just so turbosmooth could work on a few pieces; below, you can see how turbosmooth generates unwanted creases and other unpleasant things, especially on cylinders: http://i.imgur.com/DotdxEz.png http://i.imgur.com/GktklRr.jpg your best bet for making high poly pieces is to use chamfering instead, as the edges retain their original positions while being as smooth as you so desire. Edited by master noob on Mar 19, 2013 at 06:55 PM I'm sorry. What? I don't think you really have a full understanding of what you're saying. Turbosmooth is not meant only for organic modeling. Proper high poly modeling consists only of turbosmooth, NURMS, or any other form of subdivision (whatever they may be in something like Blender or Maya). Chamfering is most definitely not the proper way to go about making any kind of high poly piece. You might want to look in to some actual high poly modeling tutorials before making wild statements anymore. You need to learn how to control edge loops and the real way of modeling high poly content. As for your bakes coming out poorly, it has to do with the lack of a decent high poly model, and at that, probably poor cage setup. You might also want to drop using the term "bump map" when you're actually creating a normal map. They are very different. Case and point, my high poly Assault Rifle for CMT, completely made from NURMS and Turbosmoothing: You were saying?
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Mar 20, 2013 03:24 AM
Msg. 5698 of 9951
It looks...Organic.... 
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 20, 2013 03:29 AM
Msg. 5699 of 9951
nw bake bump mapz into da low polehgx so, you cn prov pntr thx
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 20, 2013 08:11 PM
Msg. 5700 of 9951
Quote: --- Original message by: BOBTHEGREATTHE2ND You were saying? but does that really say "metal gun" to you? it looks like plastic not only because of the lack of texures, but because guns and a lot of other things made of metal have hard edges. your model ends up looking organic with no hard edges at all, especially on the front where the corners are smoothed to nothing, and the ammo counter is completely round. it looks pretty, but it in no way gives off any sign of being a gun other than the silhouette. edit: also I am fully aware of what bump maps are, but since they are so obsolete there is no harm in calling normal maps(which bend light around normals to create the illusion of "bumps") bump maps. Edited by master noob on Mar 20, 2013 at 08:22 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 20, 2013 08:55 PM
Msg. 5701 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: BOBTHEGREATTHE2ND You were saying? but does that really say "metal gun" to you? it looks like plastic not only because of the lack of texures, but because guns and a lot of other things made of metal have hard edges Most modern weapons are indeed clad in plastic. Synthetic materials have become commonplace in handguards, stocks, and receiver housings.
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Mar 20, 2013 11:16 PM
Msg. 5702 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: BOBTHEGREATTHE2ND You were saying? but does that really say "metal gun" to you? it looks like plastic not only because of the lack of texures, but because guns and a lot of other things made of metal have hard edges. your model ends up looking organic with no hard edges at all, especially on the front where the corners are smoothed to nothing, and the ammo counter is completely round. it looks pretty, but it in no way gives off any sign of being a gun other than the silhouette. edit: also I am fully aware of what bump maps are, but since they are so obsolete there is no harm in calling normal maps(which bend light around normals to create the illusion of "bumps") bump maps. Edited by master noob on Mar 20, 2013 at 08:22 PM You have next to no clue of what you're talking about. Hard edges are a big no no when making high poly models. On anything. Ever. This is do to the fact that when you create normal maps, you get errors between that and your low poly within your UV cage. It has to do with how light bends around an object in game. Hard edges are not acceptable when making high poly content. Also stop throwing around the word organic. You clearly don't even have an understanding of the words you're using. You might want to read up before making any more absurd comments: http://wiki.polycount.com/NormalMap/Edited by BOBTHEGREATTHE2ND on Mar 20, 2013 at 11:24 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 20, 2013 11:23 PM
Msg. 5703 of 9951
Quote: --- Original message by: BOBTHEGREATTHE2ND You have next to no clue of what you're talking about. I love how you disregard everything I'm saying as being wrong. if you looked at my post, nowhere did I mention that turbosmooth was useless, nor did I say that chamfer is the only way, and I never mentioned sub-d or NURBS. thanks for assuming, now I can presume that anything else you say will start with "no clue" and end with some link I've already visited. I also love how you assume I use 3dsmax's cage system for normal maps, and completely missed how I told you the problems with your AR.
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Mar 20, 2013 11:33 PM
Msg. 5704 of 9951
Quote: --- Original message by: master noobQuote: --- Original message by: BOBTHEGREATTHE2ND You have next to no clue of what you're talking about. I love how you disregard everything I'm saying as being wrong. if you looked at my post, nowhere did I mention that turbosmooth was useless, nor did I say that chamfer is the only way, and I never mentioned sub-d or NURBS. thanks for assuming, now I can presume that anything else you say will start with "no clue" and end with some link I've already visited. I also love how you assume I use 3dsmax's cage system for normal maps, and completely missed how I told you the problems with your AR. These so called "problems" with my AR are required features of creating a proper high poly model. Something I'm saying that you don't have a lot of experience doing. Clearly. I would love to be proven wrong. However, what you did say was: Quote: turbosmooth is really only good for making organics and things with no sharp edges, as turbosmoothed objects tend to destroy UVs easily. Both of which are completely incorrect statements. My problem with what you're saying is that you're preaching improper modeling techniques. You can fake your way through a lot of things, but it's pretty easy to tell. I am however curious who's cage system you're using for baking. XNormal perhaps? Same rules apply. And if you've visited these links before, why are you still doing things wrong? Bah. I hate Halo Maps sometimes. Everything turns in to a fight. I'm not trying to pick a fight. Simply pointing out why what you were saying was incorrect for what you were showing. I would love to see your high poly model of your AR if you made one. Edited by BOBTHEGREATTHE2ND on Mar 20, 2013 at 11:40 PM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 20, 2013 11:41 PM
Msg. 5705 of 9951
I've also used turbosmooth on a lot of my models in the past and had no issue with baking. Like bob said, you probably have a sloppy mesh.
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