
beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Dec 9, 2015 05:11 PM
Msg. 6581 of 6707
Quote: --- Original message by: R93_Sniper
The head in general needs a decent amount of refinement but otherwise you're at a good place i would say. I would maybe adjust the collar bone a bit and make it a bit more pronounced, but other than that its just details on the head. Edited by R93_Sniper on Dec 9, 2015 at 03:59 PM Yeah, the eyes are driving me up the wall haha. Every time I think I've sunk the sockets back far enough, for whatever reason it's never enough. I guess once I crack that he can stop looking like an alien :P
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 9, 2015 05:15 PM
Msg. 6582 of 6707
Quote: --- Original message by: beaucephalQuote: --- Original message by: DaLode #yesExtraHomo FTFFY :P Edited by beaucephal on Dec 9, 2015 at 01:38 PM FTFFFY ;P
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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 13, 2015 06:20 AM
Msg. 6583 of 6707
I've undertaken some Extra Vehicular Activity recently. I didn't enjoy it as much as I thought I might would. I think over all it is too round..... Can somebody help me understand the role that the tongue piece has to play? Edited by Super Flanker on Dec 13, 2015 at 06:20 AM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 13, 2015 10:43 AM
Msg. 6584 of 6707
None that I can think of. It wasn't there in Halo 3, and I always thought Reach's would've looked better without it.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 13, 2015 11:13 AM
Msg. 6585 of 6707
Quote: --- Original message by: Echo77None that I can think of. It wasn't there in Halo 3, and I always thought Reach's would've looked better without it. perhaps a sort of latch?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 13, 2015 01:05 PM
Msg. 6586 of 6707
Quote: --- Original message by: CaptainAltheros Why steal and lie. When you can rip and take credit?
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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 15, 2015 02:38 PM
Msg. 6587 of 6707
Quote: --- Original message by: CaptainAltheros Why steal and lie. Because we learn through imitation, or are you the only exception? I never claimed to have created this completely from scratch but seeing as I have had to drop this due to external requests I hall recite my intention for this ex-project. - Make it sub d and cool. Edited by Super Flanker on Dec 15, 2015 at 02:42 PMEdited by Super Flanker on Dec 22, 2015 at 03:04 PM
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Dec 22, 2015 08:02 PM
Msg. 6588 of 6707
Quote: --- Original message by: Super Flanker Can somebody help me understand the role that the tongue piece has to play? Edited by Super Flanker on Dec 13, 2015 at 06:20 AM To help you take your helmet off in zero-g environments, i.e a space station.
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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, 2015 04:59 AM
Msg. 6589 of 6707
Quote: --- Original message by: SupaTrololQuote: --- Original message by: Super Flanker Can somebody help me understand the role that the tongue piece has to play? Edited by Super Flanker on Dec 13, 2015 at 06:20 AM To help you take your helmet off in zero-g environments, i.e a space station. So a sort of latch piece then?
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Bottletopman
Joined: Feb 5, 2011
Blessed are the cheesemakers
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Posted: Dec 24, 2015 05:35 AM
Msg. 6590 of 6707
Quote: --- Original message by: Super FlankerSo a sort of latch piece then? Looks like Laszlo Sorvad wasn't the only guy that made a latchkey discovery I'll just see myself out
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not giraffe
Joined: Jul 17, 2014
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Posted: Dec 27, 2015 03:33 AM
Msg. 6591 of 6707
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Spade
Joined: Dec 28, 2015
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Posted: Dec 28, 2015 06:27 PM
Msg. 6592 of 6707
looking good. Your the one made testrun?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 29, 2015 01:42 PM
Msg. 6593 of 6707
Quote: --- Original message by: rangerDanger Weeabo
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not giraffe
Joined: Jul 17, 2014
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Posted: Jan 9, 2016 06:19 PM
Msg. 6594 of 6707
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Halonimator
Joined: Dec 15, 2014
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Posted: Jan 10, 2016 08:00 PM
Msg. 6595 of 6707
use shift to smooth the eyes and retopology the model (made a hd and game model) then uvwrap the low poly one and render to texture with the hd model 
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jan 10, 2016 08:16 PM
Msg. 6596 of 6707
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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 11, 2016 06:18 AM
Msg. 6597 of 6707
CE3 2016 disco light confirmed.
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vampire_girl
Joined: Apr 16, 2009
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Posted: Jan 11, 2016 07:16 AM
Msg. 6598 of 6707
Quote: --- Original message by: rangerDanger Weeabo
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jan 11, 2016 11:50 AM
Msg. 6599 of 6707
Remember guys and girls, no quoting pyramids. Weeabo
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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 11, 2016 11:52 AM
Msg. 6600 of 6707
Quote: --- Original message by: DaLode Remember guys and girls, no quoting pyramids. Weeabo There are not girls on halomaps just weeabo's.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 11, 2016 11:56 AM
Msg. 6601 of 6707
Quote: --- Original message by: Super FlankerQuote: --- Original message by: DaLode Remember guys and girls, no quoting pyramids. Weeabo There are not girls on halomaps just skidrow.
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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 11, 2016 02:19 PM
Msg. 6602 of 6707
Freaking google autocorrect.
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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 11, 2016 02:28 PM
Msg. 6603 of 6707
Quote: --- Original message by: Cortana good modeling. Your flattery bemuses me. We have nothing in common so please keep away from me lest you truly wish to mend your toxic ways.
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jan 30, 2016 02:18 AM
Msg. 6604 of 6707
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Jan 30, 2016 02:34 AM
Msg. 6605 of 6707
Titan sets? In game? 
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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 30, 2016 01:21 PM
Msg. 6606 of 6707
Please post your wires I really wish I could make something like this!
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jan 30, 2016 02:59 PM
Msg. 6607 of 6707
Quote: --- Original message by: Super Flanker Please post your wires I really wish I could make something like this! Just FYI I'm about to re-do the visor but here you go Edited by SupaTrolol on Jan 30, 2016 at 03:00 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 30, 2016 04:52 PM
Msg. 6608 of 6707
Man that topo excites me.
Do you have any tips or pointers you could give a start up 3d enthusiast?
Im actually surprised this stuff hasn't been featured in 3dworld or something.
Edited by Super Flanker on Jan 30, 2016 at 04:57 PM
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jan 30, 2016 07:11 PM
Msg. 6609 of 6707
Quote: --- Original message by: Super Flanker
Man that topo excites me.
Do you have any tips or pointers you could give a start up 3d enthusiast?
Im actually surprised this stuff hasn't been featured in 3dworld or something.
Hah, thanks. It's really not that impressive, nor is it my main 3D artform. Just try your best to keep everything quads. A triangle here and there is fine, but try to avoid them if you're making a high-poly mesh. If you're doing a mash-up like this, grab any and all references. Even if they don't exactly represent what you're going for, you can pull design elements from them and make your model better overall. For example, this is a fusion of Tron : Legacy's "Rinzler" and Destiny's Titan. 
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 31, 2016 05:56 AM
Msg. 6610 of 6707
you should try to go for spline and patch modeling for the visor or very curvy shapes, it looks very good and is easy to manipulate once you get the hang of 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: Feb 1, 2016 06:11 AM
Msg. 6611 of 6707
Quote: --- Original message by: bourrin33 you should try to go for spline and patch modeling for the visor or very curvy shapes, it looks very good and is easy to manipulate once you get the hang of it Mudbox would be a worthy alternative.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 1, 2016 09:13 AM
Msg. 6612 of 6707
I prefer the technical control as in 3DSmax for large shapes. To me zbrush or mudbox are mostly texturing and refining tools
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Halonimator
Joined: Dec 15, 2014
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Posted: Feb 1, 2016 03:06 PM
Msg. 6613 of 6707
Quote: --- Original message by: bourrin33 I prefer the technical control as in 3DSmax for large shapes. To me zbrush or mudbox are mostly texturing and refining tools use both...
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 1, 2016 06:51 PM
Msg. 6614 of 6707
Quote: --- Original message by: bourrin33 I prefer the technical control as in 3DSmax for large shapes. To me zbrush or mudbox are mostly texturing and refining tools Zbrush and mudbox are much more forgiving with regards to curved organics. They are also much more stable when relaying extreme viewport information which is sorta what you want when you are developing obscenely high detailed meshes. But to each their own.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Feb 6, 2016 05:13 PM
Msg. 6615 of 6707
Say if I wanted a character to blink while idle; Would it need to be entirely in 3D or could I relegate facial features to 2D texture sequences? Edited by OrangeJuice on Feb 6, 2016 at 05:17 PM
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