
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Sep 9, 2016 10:40 PM
Msg. 12881 of 12975
I started messing around and trying to texture it, here's what I have so far, fairly new to this. 
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Sep 9, 2016 10:50 PM
Msg. 12882 of 12975
Quote: --- Original message by: MEGA_VKNGI started messing around and trying to texture it, here's what I have so far, fairly new to this. http://i.imgur.com/RN3IpRq.png I'd go easier on the edge weathering.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Sep 9, 2016 10:53 PM
Msg. 12883 of 12975
Quote: --- Original message by: EtchyaSketch I'd go easier on the edge weathering. Better? 
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Sep 10, 2016 12:01 AM
Msg. 12884 of 12975
Quote: --- Original message by: MEGA_VKNGQuote: --- Original message by: EtchyaSketch I'd go easier on the edge weathering. Better? http://i.imgur.com/Dw95NwL.png Yea, it looked a little too cartoony when the weathering is heavy.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Sep 10, 2016 12:19 AM
Msg. 12885 of 12975
Quote: --- Original message by: EtchyaSketchQuote: --- Original message by: MEGA_VKNGQuote: --- Original message by: EtchyaSketch I'd go easier on the edge weathering. Better? http://i.imgur.com/Dw95NwL.png Yea, it looked a little too cartoony when the weathering is heavy. when I took that original picture, I had only used 3DS max and render to texture to make it, for some reason my initial export went crazy with the edges, I think I found a good middle ground now through messing around.
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Sep 11, 2016 01:58 AM
Msg. 12886 of 12975
Cross-post from my OpenCarnage thread I recently started working on a Halo 5/Halo CE magnum hybrid. The goal is to modernize the CE pistol while retaining as much of the classic design as possible. I'm sure by now some of you are intrigued as to what this looks like, so here are pics. To-Do: | Complete | | In-Progress | | Not Started |-Finalize the 3D model for the pistol ~90%-Fully animate the pistol
-UVW unwrap and texture
-Compile
-Create a gameplay model for the pistol (concept stages)
-Find a source for FX
-Final balancing
-ReleaseI'll keep you updated.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Sep 11, 2016 07:56 PM
Msg. 12887 of 12975
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Sep 11, 2016 11:04 PM
Msg. 12888 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 19, 2016 07:44 AM
Msg. 12889 of 12975
Quote: --- Original message by: BottletopmanQuote: --- Original message by: Super Flanker Credits:
Bottletopman> Support wat I just lurked and said a few words now and then lol Your funny "UNSC conspiritah" post made me laugh.Quote: --- Original message by: SupaTrololCross-post from my OpenCarnage thread I recently started working on a Halo 5/Halo CE magnum hybrid. The goal is to modernize the CE pistol while retaining as much of the classic design as possible. here I'm going to treat your current img's as blockout WIP's.> The area between the trigger and the trigger guard is far too small, I doubt even the most petite of U.N.S.C. operatives would be able to operate your magnum.
> Overall size suggests that your design would not be able to support 12.7 x 40mm ammunition, but that's okay because the smallish proportion reminds of a concealed carry on/compact design. Sort of like what the "Baby Deagle" is compared to the fully fledged "Deagle".
> Perhaps think about adding usable iron sights? It'd more or less be a unique feature given that most halo magnums with the exception of the M6D lack a practical setup.
> Adding accessory rails above the slide and below the frame would also be cool feature. Since it would enhance the believability of having a dedicated working set of attachments which could be easily applied and removed. (Smart Scope, Laser/flashlight)
> Suppressor design is okay....reminds me a hell of a lot of the osprey 9. I would personally prefer some sort of integrated sound suppression system similar to M6S of H3-ODST. (It's just my opinion though)Quote: --- Original message by: SupaTrolol
To-Do:
-Find a source for FX I could assist with this. Quote: --- Original message by: MEGA_VKNG I've mentioned this before but I'll go ahead and mention it again for the benefit of other users.
It seems to me like you have the normal map flipped incorrectly on the Y-channel I know this because I can almost exactly replicate the results you have in game:This is the normal map applied with the correct swizzle coordinates: (Note that the overall quality maybe a little "pixely". This is due to the fact that I scaled the standard 8K map down to 1k (1024x1024). Normally you would only utilize 2K res or higher for a normal map to correctly mimic the normals of a high poly mesh with little or no artifacting but, since I originally baked my texture space map at such a high resolution I can almost get away with downscaling to such a degree...almost.)And this is the the same normal map incorrectly applied with the wrong orientation: The general smoothing tension won't 100% match that of your in game setup primarily because I am not using textures in addition to also having a high specular amount applied to the mesh, but if we focus on the front side of the cheek rest you should be able to discern the triangularish artifacting which more or less matches the same error in your screenshot Sean.Personally I am unsure if OS Halo natively supports channel flipping but I'm going to hazard a guess and say that it doesn't which is cool because you can still manually flip the colour channels of a normal map in any competent image editing program....like photoshop.
Here is how:1. Open the map in photoshop: 2. Change your UI scheme to "essentials" to match my setup and click on the "channels" tab: 3. Select the green channel: (this should temporarily hide the other channels) 4. Then hit "CTRL+A" to select the whole canvas, after doing so use the keyboard command "CTRL+I" to invert the image: 5. Once you are done select the "RGB channel" layer to unhide all of the previously hidden layers and save. (Note if you did it correctly various aspects of the texture should now appear indented where as prior they may have seemed extruded) BTW after reviewing some of the HM57 related files I've realised that for some reason I incorrectly provided you all with the wrong files for the HM57 diopter sight. The ones which were originally uploaded featured the actual rear sight drum incorrectly facing straight up wherein real life it should be orientating 25 degrees downwards at the front and also I forgot to clone out an Allen key nut from the front sight lock back to the rear sight lock.Here are the patched files: (The original project files link has been updated too)LP_PDW_Final.maxLowpoly_Attach_Diopter_Sights.maxLP_Attach_Diopter_Sights.objEdited by Super Flanker on Sep 19, 2016 at 07:58 AM
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BlackSabbath
Joined: Aug 6, 2015
"Please believe me my love, and I'll show you"
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Posted: Sep 23, 2016 10:06 AM
Msg. 12890 of 12975
Messing around with Substance & Photoshop. I don't think I will continue with any of Allegorithmic's products unfortunately, the amount of repetitive software crashing is near intolerable. Cue MARI.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 30, 2016 05:51 PM
Msg. 12891 of 12975
Looks good, now time to make things on a larger scale
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Oct 18, 2016 05:44 PM
Msg. 12892 of 12975
Flankers PDW textured in Quixel Suite. crappy 3DS max renders: Quixel Suite viewport: Textures are PBR. These are going into Black Ops 3, although I don't see why they can't be plopped into Halo as well with a little work.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 11, 2016 05:28 AM
Msg. 12893 of 12975
WIP Sci-Fi'esque heavy revolver. Something I've been working on intermittently between other things. I won't lie and say I've enjoyed the journey so far though......translating 2D conceptions into 3D is such a pain in the ass, especially when trying to emulate real world revolver dynamics.
Don't read too much into the smoothing. The model is actually a overtly detailed block-out mesh with subdivision's controlled by smoothing group splits, It's super cheap and easy to do to get a peek of whats to come further down the pipeline.
Working on the real high res ATM.Cal. 12.7mm (identical to .500 S&W)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Nov 11, 2016 05:47 AM
Msg. 12894 of 12975
Daaamn I like this
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Nov 11, 2016 01:13 PM
Msg. 12895 of 12975
I really like how it looks.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 12, 2016 05:01 AM
Msg. 12896 of 12975
Crit anyone? I'm having second thoughts about this particular piece. \/ I mean, You don't have to be a gunsmith to know the only heavy "load" you'll be firing will be the one exploding in your face...:( Have no Idea what I was thinking on chiselling this section of the outer shell of the barrel, should I just bite the bullet (no pun intended) and stop trying to make things interesting and make it just one length piece? Considering adding a small top rail. The problem is I'm concerned about falling into the trap of adding rails to everything I create.
Normally I'd identify a background to my conceptions and shape a story of it's inception and use that as a base to define certain aesthetic characteristics and features.....problem is I don't really have a background to start off with....I'm just doing this for the fun of it, and currently there isn't any fun to be found!
Considering a setup akin to this: The top rail would be the shortest however with the bottom under barrel fix point being the largest.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Nov 12, 2016 08:15 PM
Msg. 12897 of 12975
I think the cylinder could use some detail. As it is in that last reference picture and a lot of other revolvers, they usually have divots. Other than that I think the modelling work is nice.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 14, 2016 09:34 PM
Msg. 12898 of 12975
The way I see it, the revolver looks like it was meant to move like a break action shotgun, wherein the cylinder doesn't get turned out to the side like a traditional loader, and instead the entire gun folds down after the grip. Maybe something to look into if you want to be unique about it.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 2, 2016 10:56 AM
Msg. 12899 of 12975
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 20, 2016 03:00 PM
Msg. 12900 of 12975
Make it break action tough
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 23, 2016 10:54 AM
Msg. 12901 of 12975
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 25, 2016 03:11 PM
Msg. 12902 of 12975
I got a bump of coal this Christmas.
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Halonimator
Joined: Dec 15, 2014
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Posted: Dec 25, 2016 06:06 PM
Msg. 12903 of 12975
. Edited by Halonimator on Dec 25, 2016 at 09:57 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 25, 2016 06:10 PM
Msg. 12904 of 12975
Wrong thread, buddy.
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Halonimator
Joined: Dec 15, 2014
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Posted: Dec 25, 2016 08:53 PM
Msg. 12905 of 12975
deleted
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 25, 2016 09:05 PM
Msg. 12906 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 26, 2016 06:25 AM
Msg. 12907 of 12975
16 hours of rendering......later: Creditos: 2D artist: Blackdonner Echo77: Liaison.Megasean: Tolerating me.Skidrow: Fist bumps. Enjoy. Tris count: 18,000
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 26, 2016 06:11 PM
Msg. 12908 of 12975
I tolerate you. 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 26, 2016 07:33 PM
Msg. 12909 of 12975
Quote: --- Original message by: MEGA_VKNGI tolerate you.  Jeez that was fast. One thing i've noticed though quixel seems to be overcompensating the amount of dirt/grime/damage applied to the speed loader which in contrast to the revolver looks a little iffy IMO. My guess is this to be due to the curvature information quixel is reading to control the spread of the smart materials edge wearing effects you have assigned, this is common in Substance too. Ordinarily this would not be a problem if the two meshes in question were assigned seperate material id's to aid with masking or if they used two entirely exclusive UV sheets instead of being bundled into one. As a concequence if you were to lower the smart materials wear effects to gain a suitable look on the speed loader you would also be taking away information from the revolver aswell Unless you are masking out one entire mesh to work exclusively on the other and vice versa via UV selections.... Sorry for the trouble. Assigning different MAT Id's to the mesh pieces which you know you wish to work on seperately to thus gain more control of should do the trick. Btw could you alter the sight diodes to be either green or red? I'd envisioned them to be akin to the Taurus models from COD:Ghosts and Blops 2. Oh and whats up with that distortion I see within the inner portion of the trigger guard? That's not my fault right? (Oh and you forgot to fill In one pesky triangle on the hand grip :D)
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The Master
Joined: Aug 8, 2014
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Posted: Dec 26, 2016 07:39 PM
Msg. 12910 of 12975
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 26, 2016 07:45 PM
Msg. 12911 of 12975
Quote: --- Original message by: Super FlankerJeez that was fast. -snip- Thanks for the critique, I'm willing to look into it, and I actually used quite a few Material ID's. For the sights, I'll be giving those color in engine. As for the triangle, thats quixel being dumb and pretending that triangle is a seperate object. It looks fine outside of the program. EDIT: upon further inspection, the trigger guard does appear to be some kind of model error, I figured I might have goofed on a material ID but it doesn't appear to be that way. Edited by MEGA_VKNG on Dec 26, 2016 at 08:26 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 26, 2016 08:57 PM
Msg. 12912 of 12975
Damn does that look good
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 1, 2017 06:32 AM
Msg. 12913 of 12975
Quote: --- Original message by: MEGA_VKNGupon further inspection, the trigger guard does appear to be some kind of model error, I figured I might have goofed on a material ID but it doesn't appear to be that way. http://i.imgur.com/shm6xPw.png Mmhmm it's all my fault. (as per usual) Didn't pay enough attention to my uv's. Luckily max is flexible enough to allow me not to have to setup my entire projection cages again. I still couldn't escape the 16 hour re-render though. :(Updated link.Also straw poll thing is over > The halo themed rifle won, totally didn't expect that this being a halo themed site and all. >:/Here's a few ideas I'm tossing around, feel free to add on. (MA5C is there for proportion reference) Also need a military designation. I'm thinking XM something, something... since this platform type doesn't look like a standardised or approved design.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 1, 2017 01:48 PM
Msg. 12914 of 12975
I like the idea of the removable attachments, I think the trigger area looks fine.
You could probably call it the XMA(insert edgy number and letter in the alphabet here), since the XBR55 (prototype BR) is already a weapon in Halo Canon. Maybe the XMA37 since that's what the model is based on? Edited by MEGA_VKNG on Jan 1, 2017 at 01:51 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 20, 2017 12:07 PM
Msg. 12915 of 12975
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