A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Semi-Official Gallery [WIPS]

Page 171 of 285 Go to page: · 1 · ... · 168 · 169 · 170 · [171] · 172 · 173 · 174 · ... · 285 · Prev · Next
Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 171 of 285)
Moderators: Dennis

Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 23, 2013 11:20 AM    Msg. 5951 of 9951       
Look at the sentinel model and try to use similar angles and stuff like that. Don't rely on extrudes and bevels to make it interesting, get a cool overall form for the shape of the object. I think it looks kinda cool as it is now but there's always room for improvement, but personally I'd be more interested getting it ingame and flying around!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 23, 2013 03:27 PM    Msg. 5952 of 9951       
Quote: --- Original message by: Aer
well this is my first attempt to use 3Dmax, is ugly i know but is a start

http://img163.imageshack.us/img163/103/y59.png

is the onyx sentinel (i think) but does not look like forurenner for me any suggestions?

An Onyx Sentinel should look like one.
Your model doesn't look much like a Sentinel. Sentinels in Halo should look somewhat similar to each other.
Edited by Dumb AI on Jun 23, 2013 at 03:28 PM


Aer
Joined: Jun 1, 2013

ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


Posted: Jun 23, 2013 05:28 PM    Msg. 5953 of 9951       
what about this? (i use the "wings" form the original sentinel)


OrangeJuice
Joined: Jan 29, 2009

I hand-paint bumpmaps! ❤ desaturate is baad


Posted: Jun 23, 2013 06:08 PM    Msg. 5954 of 9951       
Quote: --- Original message by: waffles

lol, I love how I showed my xbox shaders and i was completely ignored the first time.


I cared :) and I wasn't able to get screenshots of the dropship you wanted


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 23, 2013 10:47 PM    Msg. 5955 of 9951       
Quote: --- Original message by: Aer
what about this? (i use the "wings" form the original sentinel)
http://img17.imageshack.us/img17/9517/s3a.png

Maybe you can connect all the parts, instead of having them float near the orb thing.


Aer
Joined: Jun 1, 2013

ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


Posted: Jun 24, 2013 12:03 AM    Msg. 5956 of 9951       
but in the books the onyx sentinel is described like that, with three crossbars floating around a glowing orb
examples:



Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 24, 2013 12:37 AM    Msg. 5957 of 9951       
Quote: --- Original message by: Aer
but in the books the onyx sentinel is described like that, with three crossbars floating around a glowing orb
examples:
http://img18.imageshack.us/img18/3179/imagen2qo1.png
http://images.wikia.com/halo/es/images/f/ff/Onyx_Sentinel_001.jpg

When did a Ghosts of Onyx graphic novel adaptation come out?

That looks nothing like a Forerunner-made object.


Aer
Joined: Jun 1, 2013

ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


Posted: Jun 24, 2013 01:15 AM    Msg. 5958 of 9951       
never, these are fan arts, but follow the description of the book (in my opinion are ugly anyway)
then any other suggestions?


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jun 27, 2013 03:39 AM    Msg. 5959 of 9951       
This was my take on it, from a while ago. I took a lot of liberties though.

Edited by UnevenElefant5 on Jun 27, 2013 at 03:41 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 27, 2013 12:12 PM    Msg. 5960 of 9951       
Quote: --- Original message by: UnevenElefant5

This was my take on it, from a while ago. I took a lot of liberties though.
http://imageshack.us/a/img18/6821/onyxpx.jpg
Edited by UnevenElefant5 on Jun 27, 2013 at 03:41 AM

Is that GS 343's eye?
Edited by Dumb AI on Jun 27, 2013 at 12:13 PM


Dalek
Joined: Aug 12, 2011


Posted: Jun 28, 2013 11:05 AM    Msg. 5961 of 9951       
hi guys, dedust2 incoming for halo custom edition !



work on shader environment, i don't wanna make a perfect map but just a funny map.

maybe i will use kingfish tags and community stuff.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 28, 2013 02:00 PM    Msg. 5962 of 9951       
Quote: --- Original message by: Thorolf Kveldulfsson
http://www.youtube.com/watch?v=haziKnFjIKU

nice work l28 and ally


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Jun 28, 2013 03:55 PM    Msg. 5963 of 9951       
Quote: --- Original message by: Thorolf Kveldulfsson
http://www.youtube.com/watch?v=haziKnFjIKU


For srs that would be so much fun to play on with energy swords (no lunge, melee only.) Or better yet, have 2 ships side by side or something.

I really want to play that.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jun 28, 2013 05:25 PM    Msg. 5964 of 9951       
And instead of assault rifles and Magnums, have those old-fashioned, handmade pistols and muskets with bayonets!

Or even make the parrot into a grenade type? :P


Dalek
Joined: Aug 12, 2011


Posted: Jun 28, 2013 08:41 PM    Msg. 5965 of 9951       
someone wanna participate to beta of dedust2 for halo ?
i need players and a dedicated server.







maybe i will submit it to CE3 2013 and i need people for play the beta and make a video.

xfire: spartan22550


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jun 28, 2013 09:55 PM    Msg. 5966 of 9951       
Depending on when you're hosting it, I'd be willing to help you beta. And please, join CE3 (if you can make it by July 3)! :D

-My xfire's the same as my name here (surprise!), but you're better of PMing me on here.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jun 28, 2013 11:58 PM    Msg. 5967 of 9951       
Quote: --- Original message by: renegade343
And instead of assault rifles and Magnums, have those old-fashioned, handmade pistols and muskets with bayonets!

Or even make the parrot into a grenade type? :P

Blunderbusses, sabers, and flintlock pistols would be cool. For the pistols, you could have one shot per magazine, six shots in reserve. For the reload animation, have him toss the current pistol and draw another (pirates carried belts of multiple pistols, so as to avoid the lengthy reloads associated with early blackpowder weaponry).


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 29, 2013 02:14 AM    Msg. 5968 of 9951       
I think swords would be nice too. 3-hit kill maybe?


Dalek
Joined: Aug 12, 2011


Posted: Jun 30, 2013 11:03 AM    Msg. 5969 of 9951       
i will submit dedust beta to ce3 tonight or tomorow, new screen:





tags are from blood creek campus, ivory tower and halomaps, a big thanks to the creator and to all the community of halomaps !
Edited by Dalek on Jun 30, 2013 at 11:08 AM


darksoldier
Joined: Dec 28, 2010

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


Posted: Jun 30, 2013 11:05 AM    Msg. 5970 of 9951       
Nice job DALEK, keep it up the good work bro ! ;)


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 30, 2013 08:24 PM    Msg. 5971 of 9951       


Dalek
Joined: Aug 12, 2011


Posted: Jun 30, 2013 08:36 PM    Msg. 5972 of 9951       
wow nice cheddars, you will make a scnery with that ?

wip:



Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 30, 2013 08:38 PM    Msg. 5973 of 9951       
Yeah thanks. Btw nice map lol. I still get punished by guys on de dust -.-.


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Jun 30, 2013 10:05 PM    Msg. 5974 of 9951       
Quote: --- Original message by: Cheddars
Yeah thanks. Btw nice map lol. I still get punished by guys on de dust -.-.


Couldn't resist.


Nickster5000
Joined: Dec 11, 2010


Posted: Jun 30, 2013 11:24 PM    Msg. 5975 of 9951       
Quote: --- Original message by: Cheddars
http://imageshack.us/a/img853/6907/qw3q.jpg


Is that baked?

Nice job dude!


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 30, 2013 11:57 PM    Msg. 5976 of 9951       
Yeah I used XNormal to bake my high poly to the low poly. For some reason my normal maps n max look terrible lol. Thanks btw.

This is probably better render:

Edited by Cheddars on Jul 1, 2013 at 12:12 AM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Jul 1, 2013 01:20 AM    Msg. 5977 of 9951       
Quote: --- Original message by: Cheddars

Yeah I used XNormal to bake my high poly to the low poly. For some reason my normal maps n max look terrible lol. Thanks btw.

This is probably better render:
http://imageshack.us/a/img51/1516/xilk.jpg

xnormal does get the job done(and comes with a dilation filter, to boot) but in terms of accuracy, I find 3dsmax to do better in that department. I dunno why, but normals rendered in 3dsmax tend to look better for me.

3dsmax also doesn't render with artifacts in the normals, so eh.
Edited by master noob on Jul 1, 2013 at 01:20 AM


BobtheGreatII
Joined: Feb 27, 2006

Meh


Posted: Jul 1, 2013 01:23 PM    Msg. 5978 of 9951       
Quote: --- Original message by: master noob

Quote: --- Original message by: Cheddars

Yeah I used XNormal to bake my high poly to the low poly. For some reason my normal maps n max look terrible lol. Thanks btw.

This is probably better render:
http://imageshack.us/a/img51/1516/xilk.jpg

xnormal does get the job done(and comes with a dilation filter, to boot) but in terms of accuracy, I find 3dsmax to do better in that department. I dunno why, but normals rendered in 3dsmax tend to look better for me.

3dsmax also doesn't render with artifacts in the normals, so eh.
Edited by master noob on Jul 1, 2013 at 01:20 AM


I would have to agree. Max is my go to for baking normals. I played with xnormal for a while, but I found I had better control in max.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 1, 2013 02:08 PM    Msg. 5979 of 9951       
Yeah, 3ds Max is quite accurant and can acustom to alot more options... Besides, you can bake all your other maps in the same application; no need to go to third party tools to get the job done.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 4, 2013 04:08 AM    Msg. 5980 of 9951       
Modelling fp sights (with turbo smooth) makes me want to bite my arm off in fustration.

Edited by Cheddars on Jul 4, 2013 at 04:09 AM


OrangeJuice
Joined: Jan 29, 2009

I hand-paint bumpmaps! ❤ desaturate is baad


Posted: Jul 5, 2013 02:35 AM    Msg. 5981 of 9951       
I've started to take a liking to FilterForge. their textures work great...

just seeing what goes best for certain situations, I was thinking about modeling a lava cavern ^-^
This stone texture is using a cloud filtered bumpmap for the purpose of making the walls shiny and mineral-like. When I'm not shining my flashlight on these tunnel walls, they're quite reflective and even use cubemap_space to amp their shiny appearance:



Nickster5000
Joined: Dec 11, 2010


Posted: Jul 5, 2013 04:26 AM    Msg. 5982 of 9951       
Quote: --- Original message by: Cheddars

Modelling fp sights (with turbo smooth) makes me want to bite my arm off in fustration.
http://imageshack.us/a/img443/2188/uuio.jpg
Edited by Cheddars on Jul 4, 2013 at 04:09 AM


Links to tuts where you learned how to do this stuff? :P


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 5, 2013 01:19 PM    Msg. 5983 of 9951       
Quote: --- Original message by: Cheddars

Modelling fp sights (with turbo smooth) makes me want to bite my arm off in fustration.
http://imageshack.us/a/img443/2188/uuio.jpg
Edited by Cheddars on Jul 4, 2013 at 04:09 AM

Not a fan of the raised "AA-12" on the stock, but other than that, it looks good.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 5, 2013 01:57 PM    Msg. 5984 of 9951       
Quote: --- Original message by: Cheddars

Modelling fp sights (with turbo smooth) makes me want to bite my arm off in fustration.
http://imageshack.us/a/img443/2188/uuio.jpg
Edited by Cheddars on Jul 4, 2013 at 04:09 AM

I think you could try engraving the letters into the stock instead of having them stick out from the stock. I think it would look a bit better.
Edited by Dumb AI on Jul 5, 2013 at 01:58 PM


darksoldier
Joined: Dec 28, 2010

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


Posted: Jul 5, 2013 03:37 PM    Msg. 5985 of 9951       
Quote: --- Original message by: OrangeJuice
I've started to take a liking to FilterForge. their textures work great...

just seeing what goes best for certain situations, I was thinking about modeling a lava cavern ^-^
This stone texture is using a cloud filtered bumpmap for the purpose of making the walls shiny and mineral-like. When I'm not shining my flashlight on these tunnel walls, they're quite reflective and even use cubemap_space to amp their shiny appearance:

http://img838.imageshack.us/img838/4654/4fki.jpg


Just one sentence to say, that's epic ! nice job ! :D

Oh and cheddar keep up the good work :)

 
Page 171 of 285 Go to page: · 1 · ... · 168 · 169 · 170 · [171] · 172 · 173 · 174 · ... · 285 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 8:46 PM 1,688 ms.
A Halo Maps Website