
xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Dec 26, 2013 01:06 PM
Msg. 6266 of 9951
Quote: --- Original message by: spiral http://i.imgur.com/4MMHED8.png A vertex disaster! I used the plasma repeater as a starting point since it does resemble it. Might just make it from scratch. I'd definitely suggest you start from scratch. That thing doesn't look like a gun that you can make just by adding bits and pieces to the existing plasma rifle/repeater. For example, the bottom hand guard thing looks like it should have a hinge, and the gun looks like it should have its fair share of moving parts.
|
|
|

darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
|
Posted: Dec 26, 2013 03:03 PM
Msg. 6267 of 9951
Quote: --- Original message by: WafflesQuote: --- Original message by: greg079Quote: --- Original message by: R93_Sniper that camo overlay is way too strong still. Lower the opacity of that definitely, i'd a say make it more subtle (like dano's textures for example) also, after closer inspection of those mp spartans i'm not really a fan of the way it was retextured and the model was edited to look like the CEA spartan. i like the grungy look and the desaturation (try maybe some slight splotches or burns perhaps), but i never liked the 343i's mark v. Thats all rips. The fp arms are the spv2 arms, and the biped is the hrh spartan. Thats legit the way the diffuse maps/cc are supposed to look like. Yes, the fp is from spv2 and the biped from hrh. I just fixed some littles things on them (Import the model on 3ds max and fixed some issues, redid all multipurposes, alpha, shadering etc...) But yeah they are all from other guys. If I remember good, that spartan is from Medicament Bias, and the fp from cmt. And for the rest (warthog, warthog gauss, covenant turret, banshee), they are all from me (execpt the models and texture of course )
|
|
|

PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
|
Posted: Dec 27, 2013 04:40 PM
Msg. 6268 of 9951
The red lighting has no source for the time being. The lights will be produced by one of those emergency light scenery models. Also, I plan on adding steam/fog effect inside of the pipe structure.
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Dec 27, 2013 04:43 PM
Msg. 6269 of 9951
woah o.o I like your architecture styling. it definitely feels UNSC enough to be halo, but it also has a very distinctive feel to it as well. Smoother surfaces is also a bonus, since we usually don't see a lot of that in the halo games
I would suggest adding a decal on the empty space above the pipe area. UNSC stuff has a LOT of decals everywhere and I would imagine that there would be some sort of warning there
|
|
|

PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
|
Posted: Dec 27, 2013 04:46 PM
Msg. 6270 of 9951
Quote: --- Original message by: R93_Sniper woah o.o I like your architecture styling. it definitely feels UNSC enough to be halo, but it also has a very distinctive feel to it as well. Smoother surfaces is also a bonus, since we usually don't see a lot of that in the halo games
I would suggest adding a decal on the empty space above the pipe area. UNSC stuff has a LOT of decals everywhere and I would imagine that there would be some sort of warning there Good point about the decals. Once I get this multiplayer level in-game, i'll add decals to the level.
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Dec 27, 2013 11:02 PM
Msg. 6271 of 9951
SHABAM This has been my passion project for the past two days. I sketched it out for like 3 hours yesterday and spent even longer coloring it today. I set out to do some sort of variation of MC's Mark V armor and got this.
|
|
|

P3
Joined: Dec 2, 2011
|
Posted: Dec 27, 2013 11:21 PM
Msg. 6272 of 9951
I think his a$s is backwards... Edit:Oh yeah, and his stomach. It would look more in proportional if you shorten the stomach and maybe make the arms more bulky(or buff, which ever). Also don't put the packs all around like that. Edited by P3 on Dec 27, 2013 at 11:27 PM
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Dec 27, 2013 11:27 PM
Msg. 6273 of 9951
|
|
|

P3
Joined: Dec 2, 2011
|
Posted: Dec 27, 2013 11:31 PM
Msg. 6274 of 9951
Yeah, still looks pretty good. It would have been almost perfect if you would have fixed it up right at first. I'm glad to see more art drawings on the forums though. :)
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Dec 28, 2013 12:54 AM
Msg. 6275 of 9951
The torso is super long (the stomach area is at least 25% too tall) and a bit thinner than I feel would be accurate. Right arm looks somewhat shorter than normal and the left wrist feels weird, though it could just be the tangent you have with the blade's curvature. People have already pointed out the butt armor, but also he has no butt. Glutes are big and you should be seeing some of them in this pose. Here, I did a quick paintover: and here's the .tif file with layers so you can flip back and forth to see what I changed: https://www.mediafire.com/?faa469rc6w1pdhd Edited by UnevenElefant5 on Dec 28, 2013 at 01:17 AMAlso, widen the canvas so we can see the edge of the AR barrel and the left foot, it's bugging me that they're cut off so close to the edge. Edited by UnevenElefant5 on Dec 28, 2013 at 01:22 AM
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Dec 28, 2013 01:39 AM
Msg. 6276 of 9951
Wow, thanks for the response, guys. Now that I look at it there are some things I could have done better. The dark orange/yellow effect was added over last minute and I saved all my photoshop layers so I can definitely go back in and change some things. If I come up with anything good I'll post it here.
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Dec 28, 2013 01:59 AM
Msg. 6277 of 9951
Yeah, also I just realized I completely forgot to talk about the positives, sorry :P I think you nailed the legs, head and upper chest as far as proportions go. I can't find any real big problems with your rendering or the way you lit it (check the left elbow again, not sure if it'd be getting so much light). Personally, I'd lighten it up somewhat, since a lot of your detail is getting lost in the black, but your value structure seems fine to me overall, just somewhat dark for my taste. Again personal opinion, I'd make the color not brown, or change the background to something else. A complementary color maybe, (some kind of green, blue or teal), but that's really more of a crit on your composition, not your drawing ability. I think if you did this kinda lighting thing: with the energy sword, it'd be pretty cool. Edited by UnevenElefant5 on Dec 28, 2013 at 02:00 AM
|
|
|

master noob
Joined: Aug 10, 2012
343Industries Advocate
|
Posted: Dec 28, 2013 02:37 PM
Msg. 6278 of 9951
Quote: --- Original message by: Clicker hey guys lets all post random things we drew in a forum about making maps for halo
yeah, sweet "Halo CE General Discussion" there is no problem here.
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: Dec 28, 2013 02:54 PM
Msg. 6279 of 9951
Dennis. Im afraid.
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Dec 30, 2013 10:20 PM
Msg. 6280 of 9951
Hi guys :P. Making a map called 'Hemotherapy' (I suck at making names and wanted something like blood gulch and hemmorage etc). 1. Insert bases 2. Make tunnels with bridge, caverns for teleporters, balcony for a stationary turret. 3. Fix blocky cliffs and terrible terrain. Higuy I'll probably use your tut :3. 4. Unwrap textures and find someone who can make custom forerunner textures. Reproduction of my napkin sketch (I used it as a napkin): Ill probably will make a wip thread if people think its looks decent. I got a base sketch ill convert to a vector and before I model it could you guys give me your opinion? Thanks guys! Edited by Cheddars on Dec 30, 2013 at 10:25 PM
|
|
|

YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
|
Posted: Dec 31, 2013 07:53 PM
Msg. 6281 of 9951
Got a little more texture work to complete before this is done, but wanted to share since Halo was a clear inspiration. 
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Dec 31, 2013 08:08 PM
Msg. 6282 of 9951
Looks fantastic.
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Dec 31, 2013 08:13 PM
Msg. 6283 of 9951
that is quite possibly the sexiest render I've seen in a very long time
|
|
|

YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
|
Posted: Dec 31, 2013 08:51 PM
Msg. 6284 of 9951
Quote: --- Original message by: R93_Sniper that is quite possibly the sexiest render I've seen in a very long time Download Marmoset if you haven't yet. Takes alot of the hard work out of rendering and is all realtime. Quote: --- Original message by: CheddarsHi guys :P. Making a map called 'Hemotherapy' (I suck at making names and wanted something like blood gulch and hemmorage etc). http://imageshack.us/a/img819/3830/ia1v.jpg Edited by Cheddars on Dec 30, 2013 at 10:25 PM If you're going for a Blood Gulch feel I'd highly recommend designing a map that doesn't have a large gap in the center! But Looks like a good start, would recommend varying the terrain a bit more and judging by the Warthog scale, make the map significantly larger. Right now it doesn't seem like it'd be able to comfortably support vehicle play. Adding some routes that aren't as open would probably help as well. Let me know if you'd like anymore input. Edited by YakZSmelk on Dec 31, 2013 at 08:56 PM
|
|
|

olly12345
Joined: Jul 30, 2008
|
Posted: Dec 31, 2013 09:06 PM
Msg. 6285 of 9951
Quote: --- Original message by: CheddarsHi guys :P. Making a map called 'Hemotherapy' (I suck at making names and wanted something like blood gulch and hemmorage etc). http://imageshack.us/a/img856/1962/hhsz.jpg Edited by Cheddars on Dec 30, 2013 at 10:25 PM Maybe replace the chasm with an indoors area, or add in a tunnel system along the cliffs, because currently it would be completely dominated by snipers.
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Dec 31, 2013 09:31 PM
Msg. 6286 of 9951
Quote: --- Original message by: UnevenElefant5Yeah, also I just realized I completely forgot to talk about the positives, sorry :P I think you nailed the legs, head and upper chest as far as proportions go. I can't find any real big problems with your rendering or the way you lit it (check the left elbow again, not sure if it'd be getting so much light). Personally, I'd lighten it up somewhat, since a lot of your detail is getting lost in the black, but your value structure seems fine to me overall, just somewhat dark for my taste. Again personal opinion, I'd make the color not brown, or change the background to something else. A complementary color maybe, (some kind of green, blue or teal), but that's really more of a crit on your composition, not your drawing ability. I think if you did this kinda lighting thing: http://www.battlefield4online.com/attachments/battlefield-3-general-discussion/519d1308254954-battlefield-3-ps3-cover-art-71bxl3rfshl._aa1001_.jpg with the energy sword, it'd be pretty cool. Edited by UnevenElefant5 on Dec 28, 2013 at 02:00 AM Now that you mentioned it... Why is the arm even glowing?
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 31, 2013 10:05 PM
Msg. 6287 of 9951
Quote: --- Original message by: Cheddars
Hi guys :P. Making a map called 'Hemotherapy' (I suck at making names and wanted something like blood gulch and hemmorage etc).
The advice other people gave you is pretty good. I recommend frequent ingame testing to get the size of the map feeling right because it's very hard in a modeling program even when importing models for size comparison, so do that as soon as you can. I also think that adding an indoor area would be cool, if you added some platforms beneath the bridges it could add some very interesting combat across different elevations and add a lot to the design and uniqueness of the level. As the design stands now its fine but there's nothing to really set it apart. Oh, and, if there's going to be warthogs and walking available, will there be teleporters or some other way of making walking not take too much longer than driving? Though if you're keeping the scale where it is now the claustrophobia warthogs would get might keep people walking anyway. But overall, keep up the good work. Edited by gruntfromhalo on Dec 31, 2013 at 10:08 PM
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Dec 31, 2013 10:09 PM
Msg. 6288 of 9951
Looks awesome yakz! Did you bake normals or ndo2 it :o?
Yeah I designed the map for the use of smoke grenades and slayer/race/infection in mind. Also I am not going to use warthogs but mongooses because I wanted the map to be large vertically with tunnels rather than hotrizontally.
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Dec 31, 2013 10:10 PM
Msg. 6289 of 9951
Cool, tunnels and mongooses look like they'd work well with the design you've got now.
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Dec 31, 2013 11:34 PM
Msg. 6290 of 9951
@grunt sorry I didn't see your first comment when replying :p. Yeah I might try platforms as well like you said :o
|
|
|

KappaLocust
Joined: Nov 28, 2009
Not MattDratt
|
Posted: Jan 1, 2014 12:26 AM
Msg. 6291 of 9951
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Jan 1, 2014 04:38 AM
Msg. 6292 of 9951
Quote: --- Original message by: Cheddars
Hi guys :P. Making a map called 'Hemotherapy' (I suck at making names and wanted something like blood gulch and hemmorage etc). Forgot to make a comment on this before. The design for this is overall pretty decent for balanced gameplay, but the overall design is a bit drab. If you want to have a lot of verticality to the environment, I would say cut into the cliffs and make some forerunner tunnels and stuff inside. Hell, you could also dig inside the ground and make the bases underground. If you also make the path more treacherous and uninviting across the bridges, you might find people trying to take unique routes to get through, especially in a game of capture the flag. If you perhaps break both bridges (make the smaller one have player sized holes due to planks broken; make the bigger one be torn and shreaded with ambient fires and cracked off sections), you might be able to variate the gameplay a tad bit as well. One more thing, I'm noticing the small platforms of grass and stuff on the bottom of the map. If you carve pathways into the sides of the cliffs that lead down there, and perhaps have entrances into the spaces within the cliffs (if you decide to make use of that), you could use that lower area for something entertaining. Given, you could also make a secondary dropoff which would serve as a kill boundary, but it may serve you well to have use for that lower area, especially if you're thinking about players trying to escape a team who may be somewhat distracted or piled in one area
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Jan 1, 2014 05:38 AM
Msg. 6293 of 9951
Lol the bit about the fore runner tunnels8 was exactly what I had planned. The bases I have made (on phone so can't render ATM) also appear small but have a second floor under ground for teleporters which will lead to the tunnels cut into the cliff. This will have a third set of bridges connecting underneath the bridges above.
God my cliffs look so blocky ATM. I will modify it when I insert the tunnels. Good idea about the broken bridge planks I'll see what I can do :o.
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Jan 1, 2014 04:18 PM
Msg. 6294 of 9951
ah ha Edited by Maniac1000 on Jan 2, 2014 at 12:14 AM
|
|
|

PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
|
Posted: Jan 1, 2014 04:19 PM
Msg. 6295 of 9951
Oh shi
|
|
|

gruntfromhalo
Joined: Nov 21, 2007
actual loli
|
Posted: Jan 1, 2014 04:27 PM
Msg. 6296 of 9951
Quote: --- Original message by: Cheddars God my cliffs look so blocky ATM. I will modify it when I insert the tunnels. Good idea about the broken bridge planks I'll see what I can do :o. It looks cleaner than my design mockups haha
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Jan 1, 2014 08:41 PM
Msg. 6297 of 9951
lol thanks Now with the bases done. The tunneling begins. Planning to have a forerunner cavern cut into the mountain which will look like the danger canyon room with the fuel rod gun except it will have room for mongooses with vehicle teleporters. The infantry will be able to teleport from base onto a platform over hanging the paths for vehicles and will lead to another cavern and another bridge directly above the second vehicle bridge. Hard to explain Ill upload the floor plan later. EDIT: I added the tunnels I mentioned earlier. And here is a birds eye view of the map. Will hollow out the water fall for another direct access route for vehicles and expand the back of the map for the vehicle teleporters . Edited by Cheddars on Jan 1, 2014 at 11:54 PM
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Jan 2, 2014 12:12 AM
Msg. 6298 of 9951
Looks nice cheddars 
|
|
|

Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Jan 2, 2014 12:25 AM
Msg. 6299 of 9951
Wow maniac that looks great!Is that high poly or low?
Would be sweet if you managed to make a tag out of it.
|
|
|

master noob
Joined: Aug 10, 2012
343Industries Advocate
|
Posted: Jan 2, 2014 01:49 AM
Msg. 6300 of 9951
you have some noticeable normal errors going on with the visor and rear of the helmet, and the smooth, non-uniform green parts on the front of the helmet conflict with the rest of the helmet. given how worn the rest of the helmet looks, the pure-black text feels out of place, and even looks like it floats above the helmet.
|
|
|