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Author Topic: Bipeds - Work in Process thread [WIP] (6707 messages, Page 21 of 192)
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delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: Jul 23, 2009 04:08 AM    Msg. 701 of 6707       
Quote: --- Original message by: BeachParty clan
you prolly finally took the effort to make seperate shaders for the rubber and metal so they're not both as shiney as metal.

it's not major, it's more of a "finally", same goes for the feet. IT DOES TAKE 10 SECONDS, just accept that =D


You can't do that efficiently, because not all of the rubber is its own face, like on the forearm. if you were to select the faces there it would select the armor around it. Its extremely easy to mask the armor off from the reflection in the multi.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 23, 2009 11:12 AM    Msg. 702 of 6707       
Quote: --- Original message by: delta49
Quote: --- Original message by: BeachParty clan
you prolly finally took the effort to make seperate shaders for the rubber and metal so they're not both as shiney as metal.

it's not major, it's more of a "finally", same goes for the feet. IT DOES TAKE 10 SECONDS, just accept that =D


You can't do that efficiently, because not all of the rubber is its own face, like on the forearm. if you were to select the faces there it would select the armor around it. Its extremely easy to mask the armor off from the reflection in the multi.

The mask file for rubber is also rip-able from h3b so you can remove it in the multipurpose map, now i think of it, everyone got that mask so that can't be the fix.... Makes me wonder what he did with the shaders then, 'cus I don't see a difference tbh. it's still the same with extra words.



I guess we'll get to see when he post an update
Edited by BeachParty clan on Jul 23, 2009 at 11:15 AM


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 23, 2009 02:09 PM    Msg. 703 of 6707       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: delta49
Quote: --- Original message by: BeachParty clan
You can't do that efficiently, because not all of the rubber is its own face, like on the forearm. if you were to select the faces there it would select the armor around it. Its extremely easy to mask the armor off from the reflection in the multi.

The mask file for rubber is also rip-able from h3b so you can remove it in the multipurpose map, now i think of it, everyone got that mask so that can't be the fix.... Makes me wonder what he did with the shaders then, 'cus I don't see a difference tbh. it's still the same with extra words.
Edited by BeachParty clan on Jul 23, 2009 at 11:15 AM

What?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 23, 2009 02:30 PM    Msg. 704 of 6707       
Quote: --- Original message by: Spartan_094
What, I never made a separate shader for the rubber. Like delta said, not all rubber parts have there own face.
Tbh it's not what I did for the shaders but what I did on the main bitmap. I re-did it in adobe and added some materials to it, darkned the rubber along with the foot part so it looks like its from the h3 retail. I'm fixing the armor, after that I'll fix the feet. And I mightl do a backpack biped. I can't do them all together or else I'll run the shader limit. And I'm fixing the multi on the spartan. Just a re-do of the h3 spartan.

Oh beach. It was more aimed at the rubber parts rather then shaders since I did not like the grayish part and such. And I think the shaders are just fine.

huh, my gbxmodel has 54 shaders and i have to admit i didnt use it efficient =P and that's because i have all perms, how can you already reach the limit? =O

and yea, the rubber is a good fix, DON'T QUIT ON BACKPACK DAMMIT


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 23, 2009 10:13 PM    Msg. 705 of 6707       
Quote: --- Original message by: Vern125
Quote: --- Original message by: BeachParty clan
Quote: --- Original message by: Spartan_094
What, I never made a separate shader for the rubber. Like delta said, not all rubber parts have there own face.
Tbh it's not what I did for the shaders but what I did on the main bitmap. I re-did it in adobe and added some materials to it, darkned the rubber along with the foot part so it looks like its from the h3 retail. I'm fixing the armor, after that I'll fix the feet. And I mightl do a backpack biped. I can't do them all together or else I'll run the shader limit. And I'm fixing the multi on the spartan. Just a re-do of the h3 spartan.

Oh beach. It was more aimed at the rubber parts rather then shaders since I did not like the grayish part and such. And I think the shaders are just fine.

huh, my gbxmodel has 54 shaders and i have to admit i didnt use it efficient =P and that's because i have all perms, how can you already reach the limit? =O

and yea, the rubber is a good fix, DON'T QUIT ON BACKPACK DAMMIT


Spartan gave you the perms. :P

wtf are you talking about. i mean all the retail perms, not the beta ones we already had


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 23, 2009 10:35 PM    Msg. 706 of 6707       
Quote: --- Original message by: Vern125
Quote: --- Original message by: BeachParty clan
Quote: --- Original message by: Vern125
Quote: --- Original message by: BeachParty clan
Quote: --- Original message by: Spartan_094
What, I never made a separate shader for the rubber. Like delta said, not all rubber parts have there own face.
Tbh it's not what I did for the shaders but what I did on the main bitmap. I re-did it in adobe and added some materials to it, darkned the rubber along with the foot part so it looks like its from the h3 retail. I'm fixing the armor, after that I'll fix the feet. And I mightl do a backpack biped. I can't do them all together or else I'll run the shader limit. And I'm fixing the multi on the spartan. Just a re-do of the h3 spartan.

Oh beach. It was more aimed at the rubber parts rather then shaders since I did not like the grayish part and such. And I think the shaders are just fine.

huh, my gbxmodel has 54 shaders and i have to admit i didnt use it efficient =P and that's because i have all perms, how can you already reach the limit? =O

and yea, the rubber is a good fix, DON'T QUIT ON BACKPACK DAMMIT


Spartan gave you the perms. :P

wtf are you talking about. i mean all the retail perms, not the beta ones we already had


Oh, so now the retail Halo 3 can be ripped now? Wow, and it was only a few months ago when i was looking for a program to rip from Halo 3. Didn't DEEHunter posted something about that in a xbox360 rip forum on some site?

No he had a topic about H3BETA. and i'm still working on those models, they're not 100% done, just mainly modelled, i didnt rip the retail armors. i still have to uv a few and texture most of em
only the Mark V and ODST were mainly finished, but still those weren't really done, i notice small detaills later on


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jul 24, 2009 06:11 AM    Msg. 707 of 6707       
It makes me laugh seeing an awesome biped but then seeing a crappy structure in the background.
I know it's just a test level but still.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Jul 24, 2009 06:13 AM    Msg. 708 of 6707       
I think that the grey shoulder guard sticks out a little, doesn't really fit with the blue :P


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jul 24, 2009 06:20 AM    Msg. 709 of 6707       
Quote: --- Original message by: jacknme
I think that the grey shoulder guard sticks out a little, doesn't really fit with the blue :P


Yea, I would think blue spartan and white shoulders.


delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: Jul 24, 2009 07:59 AM    Msg. 710 of 6707       
Something about the reflection falloff doesn't seem right. It's too.... yellowish.

@BP
How could you possibly have 54 shaders? That doesn't sound right at all. Even if it is all the retail armor sets.
Edited by delta49 on Jul 24, 2009 at 08:13 AM


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: Jul 24, 2009 12:23 PM    Msg. 711 of 6707       
Quote: --- Original message by: Spartan_094
ffffffuuuuuuuuuuuuu rawr


Me likes.
New multi-purpose with added lights to make it glow(?) I
New diffuse map with edited stuff.

Also tell me what you think.


I really like the way the black lines dont look blured. All the detail is sharp and inviting. However, it does not look like metal. Maybe it's because there are no scratches, maybe its because its not shinning, maybe it looks like the black and blue are exactly the same material. I dont know. Just fix it plz.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 24, 2009 02:32 PM    Msg. 712 of 6707       
Quote: --- Original message by: Spartan_094
Quote: --- Original message by: Nexus Halo
It makes me laugh seeing an awesome biped but then seeing a crappy structure in the background.
I know it's just a test level but still.

But still, I don't have BSP levels or the sort that is a rip from the beta. So thats why the biped looks so good but the level looks terrible. Out of place. But if i had beta rips of a BSP with textures and such I can make it aswome.

Quote: --- Original message by: jacknme
I think that the grey shoulder guard sticks out a little, doesn't really fit with the blue :P

I have the secondary to change color randomly when you spawn. Gray isnt the best, will switch it to white.

Quote: --- Original message by: Nexus Halo
Yea, I would think blue spartan and white shoulders.

Blue and white always are a good combo.

Quote: --- Original message by: delta49

Something about the reflection falloff doesn't seem right. It's too.... yellowish.

@BP
How could you possibly have 54 shaders? That doesn't sound right at all. Even if it is all the retail armor sets.
Edited by delta49 on Jul 24, 2009 at 08:13 AM

Huh? yellowish? I blame bo's map since reflections make things either yellow or green.


Lightmaps pl0x. If you dont want it yellow, dont stand on the dirt. If you dont want it green, dont stand on the grass. Stand on the metal parts. dur.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 24, 2009 03:48 PM    Msg. 713 of 6707       
Quote: --- Original message by: Spartan_094
Oh 54 shaders, I think its a poor job at doing the rubber parts, visor, primary armor, and secondary armor color along with the stuff he added that I released like the mark vi detail strip and the lights.

Only thing I added since your release was the mark vi detail strip, which is just 1 shader =/

My shaders consist of;
visors
armors (rubber and metal are 1, i use the multipurpose map too durr)
lights (i had them, you're not that awesome)
secondary colours
mark vi shader
backpack weapons (that im not done with the scripts doesnt say i cant make em)
katana
Edited by BeachParty clan on Jul 24, 2009 at 03:49 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jul 24, 2009 04:04 PM    Msg. 714 of 6707       
All you have to do is combine each weapon texture into 1 texture. Like the ar numbers.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 25, 2009 07:23 PM    Msg. 715 of 6707       
Have been porting the H2 marines for the whoever knows time



difference is, i actually got it fully loaded, AND with all marines in 1 model, unlike a few others i know that made em seperately, so like in this map B30, you'll have some variation between marines =P


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 25, 2009 07:53 PM    Msg. 716 of 6707       
Is it just me, or is there something about the middle marine's face that doesn't fit with the rest of the suit?


delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: Jul 25, 2009 07:56 PM    Msg. 717 of 6707       
Quote: --- Original message by: BeachParty clan
Have been porting the H2 marines for the whoever knows time



difference is, i actually got it fully loaded, AND with all marines in 1 model, unlike a few others i know that made em separately, so like in this map B30, you'll have some variation between marines =P


Weld all vertices on the hands, when ripping the h2 models, it imports too blocky. Usually I just weld all vertices on the entire thing and resmooth it.

The shaders look good, but the heads seem to stand out more than the body. Still don't like those chief shaders D:


Advancebo
Joined: Jan 14, 2008


Posted: Jul 25, 2009 08:29 PM    Msg. 718 of 6707       
Fix the rig around the thigh


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 25, 2009 08:29 PM    Msg. 719 of 6707       
oh right, i forgot to reweld it again, thanks for mentioning

yea i guess the neck has to be changed or so, the heads look like they're clipped and pasted on D=
i really dont' know what to do about that though

i should edit the cutscene so that the marine pushes chief out at that moment or so...


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 26, 2009 10:13 AM    Msg. 720 of 6707       
An attempt at digitalising myself, it's from long ago but since I'm redoing the h2 marines, i'd aswell make myself one of the marines =P
I'll be the guy with sunglasses, someone dibbed the cigar already...
Gonna model sunglasses soon, or dig up my old one.



facial hair didn't port over well on the model, looks pale
Edited by BeachParty clan on Jul 26, 2009 at 10:16 AM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 26, 2009 06:00 PM    Msg. 721 of 6707       
Quote: --- Original message by: BeachParty clan
huh, my gbxmodel has 54 shaders

how is that possible? the shader cap is 31


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 26, 2009 07:35 PM    Msg. 722 of 6707       
Quote: --- Original message by: Donut
Quote: --- Original message by: BeachParty clan
huh, my gbxmodel has 54 shaders

how is that possible? the shader cap is 31

hah my ass, it works for me, i'd optimise shaders later (like adding helmet/shoulders/torso in 1 texture, UVW stuff)

you all also said the nanosuit didn't work =P the halo is a strange ring to live on


e1: NOES, caboose is gone for a few weeks (4 weeks and 6 days...) WHO'S GONNA HELP ME TEXTURING NOA?


anyways, I'm looking for volunteers who want their faces as a marine variant. the more the better.
If you want to apply for it, just send 3 pics (left view, front view, right view) and i'll model your face and make phototextures from the pictures.
Atm, i got 8 marine variants, so everyone is welcome
Edited by BeachParty clan on Jul 26, 2009 at 07:46 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 26, 2009 10:59 PM    Msg. 723 of 6707       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: Donut
Quote: --- Original message by: BeachParty clan
huh, my gbxmodel has 54 shaders

how is that possible? the shader cap is 31

hah my ass, it works for me

are you compiling the models or adding the shaders in after? in kornman's gurilla you cannot add more than 31 shaders. the option to add them greys out
E: oh my god
Quote: --- Original message by: BeachParty clan

you realize the 70's ended about 30 years ago, right?


The Barron
Joined: Oct 14, 2007

Howdy


Posted: Jul 26, 2009 11:34 PM    Msg. 724 of 6707       
nope.

they just wish they were again


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 27, 2009 02:39 AM    Msg. 725 of 6707       
Facegen face? Really?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 27, 2009 04:31 AM    Msg. 726 of 6707       
*post messed up*
Edited by BeachParty clan on Jul 27, 2009 at 11:22 AM


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Jul 27, 2009 05:19 AM    Msg. 727 of 6707       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: ChocolateNugget
Facegen face? Really?

No blender.

Look up tuts

http://www.youtube.com/watch?v=_NwctBQhzj0

I also use facegen, but not in halo, those heads are always messed up, the eyes fall out, literally, and the face melts for some reason, you can try it. try making a face under chiefs helmet and that happens.

Quote: --- Original message by: Donut
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: Donut
Quote: --- Original message by: BeachParty clan
huh, my gbxmodel has 54 shaders

how is that possible? the shader cap is 31

hah my ass, it works for me

are you compiling the models or adding the shaders in after? in kornman's gurilla you cannot add more than 31 shaders. the option to add them greys out

I've 54 shaders in 3ds, and it compiles fine, it doesn't gave any errors in tool.
However *dumdumdum* i'm not done UVW'ing them, so yea I havn't set up the shaders in guerilla, i assumed it would work since it compiled and asked for all those shader types.

If you say they grey out after 31, then i seriously have to optimise...
Edited by BeachParty clan on Jul 27, 2009 at 04:36 AM



Too bad you didn't.

That's the same type of texture that Facegen makes (neck, photo detail etc), and the mesh uses the same detail that Facegen makes. Until you can prove otherwise, I don't believe you.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 27, 2009 11:22 AM    Msg. 728 of 6707       
Try it, I did use facegen, doesn't get in halo properly. This does.
I'am tired of you guys whining trying to prove otherwise, the last big deal was the HUD with AVP dragon on my neck, why bother at all, it doesnt matter anyways

and yes, maybe it does look like it, i used turbosmooth on it with a template model i edited, kinda duh because facegen uses a template head too.

unless i can make facegen models work in halo, there's no use in bothering with it.

the pics i request from various people are gonna be made the same way like all other ones, just the ears and hairline smudged to the frontal pic and done, position it right, throw a few filters over it to make it look fine and blend it with the neck etc and it's finished.



Template face, you can get various head models all around the internet.

http://www.turbosquid.com/3d-models/3d-male-head/256000

a 1 minute lookup gets that already. edit that to your own face, add a pic, and you're done.



Soft selection is your best friend, unless you think only Zbrush is good for that.
Yea I tried that too, torrenting it is just 35 MB, I just prefer 3ds max 2010




And thank you all for the That 70's replies, really mature.
I feel fine living like this in the present time thank you.
Edited by BeachParty clan on Jul 27, 2009 at 11:24 AM


DEEhunter
Joined: Dec 16, 2006


Posted: Jul 27, 2009 03:51 PM    Msg. 729 of 6707       
Quote: --- Original message by: BeachParty clan
Soft selection is your best friend, unless you think only Zbrush is good for that.
Yea I tried that too, torrenting it is just 35 MB
, I just prefer 3ds max 2010
Edited by BeachParty clan on Jul 27, 2009 at 11:24 AM

Discussing warez.

Also, I haven't seen a damn model that you have made on your own without having some automatic generator do the work for you.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jul 27, 2009 05:13 PM    Msg. 730 of 6707       
Quote: --- Original message by: BeachParty clan
And thank you all for the That 70's replies, really mature.
I feel fine living like this in the present time thank you.

oh come on, that was funny


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Jul 27, 2009 05:48 PM    Msg. 731 of 6707       
Apprently pepole like invading the 40s again but they dont know it ended 60 years ago. Apparently game developers dont know that it has ended, yet they still are shooting up kruats.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 29, 2009 07:05 PM    Msg. 732 of 6707       


Suicide Grunt. Still a WIP. Dont really know what else to add though.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 29, 2009 07:23 PM    Msg. 733 of 6707       
and the suicide part about this primitive methan tank is...?


Advancebo
Joined: Jan 14, 2008


Posted: Jul 29, 2009 07:32 PM    Msg. 734 of 6707       
More methane=more flammable


cody
Joined: Jun 8, 2008

I WOULD OF BEEN YOUR DADDY, BUT THE DOG BEAT ME!


Posted: Jul 29, 2009 07:35 PM    Msg. 735 of 6707       
looks like the little grunt wants to go scuba diving...

 
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