
darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 3, 2014 07:28 PM
Msg. 4061 of 4332
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 4, 2014 09:41 PM
Msg. 4062 of 4332
looking pretty sweet darksoldier. turn on some anti aliasing XD
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Dalek
Joined: Aug 12, 2011
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Posted: Feb 20, 2014 01:07 PM
Msg. 4063 of 4332
someone have good reference pics for make an hover bike model ? i started with a destiny concept art 
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 20, 2014 01:12 PM
Msg. 4064 of 4332
I believe I saw one like 20 pages back in this thread.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 21, 2014 04:34 AM
Msg. 4065 of 4332
somebody was complaining about mammoths. Here's a mammoth (w/o gun and only using diffuse maps, im lazy)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 21, 2014 10:45 AM
Msg. 4066 of 4332
i dare someone to use that in a map XD hell i might if i can ever get the model to extract.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 21, 2014 02:36 PM
Msg. 4067 of 4332
Quote: --- Original message by: Mootjuh {TMM} HR El Hugeass V2 (h4). FTFY Edited by altis94 on Feb 21, 2014 at 02:37 PM
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 21, 2014 05:09 PM
Msg. 4068 of 4332
Quote: --- Original message by: R93_Sniperhttp://i59.tinypic.com/f3erg3.jpg somebody was complaining about mammoths. Here's a mammoth (w/o gun and only using diffuse maps, im lazy) how did u get that model from halo 4
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 21, 2014 05:33 PM
Msg. 4069 of 4332
Is adjutant open source? Just wondering lol
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 22, 2014 10:53 PM
Msg. 4070 of 4332
Quote: --- Original message by: MEGASEAN2812 Is adjutant open source? Just wondering lol Not to anyone's knowledge
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 22, 2014 11:21 PM
Msg. 4071 of 4332
i want to have that h4 pelican
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Dalek
Joined: Aug 12, 2011
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Posted: Feb 27, 2014 10:05 AM
Msg. 4072 of 4332
hoverbike inspired from destiny shrike: It's just a wip but if someone is interested by the model i can share it. i need to finish it and help for uvw. update: Edited by Dalek on Feb 27, 2014 at 01:41 PM
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 28, 2014 10:10 AM
Msg. 4073 of 4332
I like the design DALEK, can't wait to see it in game !
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Dalek
Joined: Aug 12, 2011
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Posted: Feb 28, 2014 11:09 AM
Msg. 4074 of 4332
finally finish to texture it with material id current version: 
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 28, 2014 08:44 PM
Msg. 4075 of 4332
o.0* Pretty good ! Can't wait to see it in game :)
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 28, 2014 08:47 PM
Msg. 4076 of 4332
Did you optimize the model before texturing it?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 28, 2014 09:55 PM
Msg. 4077 of 4332
Quote: --- Original message by: Dalek i need to finish it and help for uvw. Next step is to Render to Texture. I know the basics, but I'm not a guru on it, so you should search for some vids about it. But basically with Render to Texture you add a new uvw map channel for a new texture, unwrap it so all faces fit in the bitmap to be created, and then render old to new.
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DaNoob
Joined: Jan 18, 2013
Cruch crunch cruch
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Posted: Mar 1, 2014 08:05 AM
Msg. 4078 of 4332
It's from destiny right ? Look pretty cool tought !
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Dalek
Joined: Aug 12, 2011
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Posted: Mar 1, 2014 08:55 AM
Msg. 4079 of 4332
i worked with darksoldier yesterday and yes we need to fix and optimize model. I seen many tutorials for uvw unwraping but it's hard to start with complex geometry, and my english is better with subtitle. 1st we will try to do it with index material method when the model will be fix ( need to weld some vertex ) the model was made with many elements: And i work one some details today: For unwrapping im not sure to be able to do it correctly with the model, i tried with a simple wood box and damn it's hard to do. advancement: modeling > 80 % ( need details and fix model ) Texturing > 50 % ( need unwrap and work on shaders ) animation > 0 % ( darksoldier will animate it with ghost file ) Edited by Dalek on Mar 1, 2014 at 08:56 AMEdit: Model will be fix: search for suggestion for make it better if you have any idea of something cool for it i can try to do. Edited by Dalek on Mar 3, 2014 at 11:17 AM
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Mar 6, 2014 06:38 AM
Msg. 4080 of 4332
Doesn't really seem Halo'ish to me^^^. More starwars.
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Dalek
Joined: Aug 12, 2011
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Posted: Mar 6, 2014 08:00 AM
Msg. 4081 of 4332
im inspired by destiny shrike: starwars hoverbike and racepod an,d halo and stargate sg1 human design. Currently try do do a better engine. i tried my first unwrap on this: so... 3ds max hate me Edited by Dalek on Mar 6, 2014 at 09:28 AM
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Horeb
Joined: Nov 27, 2013
bananakid
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Posted: Mar 8, 2014 02:51 PM
Msg. 4082 of 4332
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 8, 2014 03:01 PM
Msg. 4083 of 4332
I have the feeling that the ghosts uses a load of stuff from gaigher...
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Horeb
Joined: Nov 27, 2013
bananakid
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Posted: Mar 8, 2014 03:04 PM
Msg. 4084 of 4332
Quote: --- Original message by: bourrin33 I have the feeling that the ghosts uses a load of stuff from gaigher... Noup you are wrong
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Mar 8, 2014 03:41 PM
Msg. 4085 of 4332
Quote: --- Original message by: bourrin33 I have the feeling that the ghosts uses a load of stuff from gaigher... i can tell u that the particles are different on the ghost, and the cubemap looks different, can't tell about all the tags though.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 8, 2014 05:04 PM
Msg. 4086 of 4332
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GAIGHER
Joined: Nov 5, 2008
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Posted: Mar 11, 2014 03:16 AM
Msg. 4087 of 4332
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Mar 24, 2014 07:00 AM
Msg. 4088 of 4332
Gaigher I really love your maps bro.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 24, 2014 07:32 PM
Msg. 4089 of 4332
i like how all the wip threads were bumped.
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OHunterO
Joined: May 24, 2012
.
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Posted: Mar 26, 2014 11:45 AM
Msg. 4090 of 4332
Quote: --- Original message by: Daleki worked with darksoldier yesterday and yes we need to fix and optimize model. I seen many tutorials for uvw unwraping but it's hard to start with complex geometry, and my english is better with subtitle. 1st we will try to do it with index material method when the model will be fix ( need to weld some vertex ) the model was made with many elements: https://imagizer.imageshack.us/v2/1134x638q90/801/tyj9.png And i work one some details today: https://imagizer.imageshack.us/v2/1134x638q90/534/xdy2.jpg For unwrapping im not sure to be able to do it correctly with the model, i tried with a simple wood box and damn it's hard to do. advancement: modeling > 80 % ( need details and fix model ) Texturing > 50 % ( need unwrap and work on shaders ) animation > 0 % ( darksoldier will animate it with ghost file ) Edited by Dalek on Mar 1, 2014 at 08:56 AMEdit: Model will be fix: https://imagizer.imageshack.us/v2/1134x638q90/203/wyiz.png search for suggestion for make it better if you have any idea of something cool for it i can try to do. Edited by Dalek on Mar 3, 2014 at 11:17 AM What's that mess of polygons on the top front? Looks like theres overlapping faces and none of it is needed. From the looks of it you have simply tried to model in the texture details instead of unwrap it and texture it properly. Also, you better not be using this as your unwrap!? Max would hate you, as your using automatic unwrapping which is crap. You have got n-gons all over the place and edges that you simply don't need! Fix these issues and unwrap it properly and it might be a decent asset. Edit: Just saw you have modeled in the vents under the seat... no, just no... that should be a single polygon with a texture and use alpha and normal maps to make it look like a vent. Edited by OHunterO on Mar 26, 2014 at 11:46 AM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 30, 2014 10:42 PM
Msg. 4091 of 4332
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Dalek
Joined: Aug 12, 2011
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Posted: Mar 31, 2014 03:41 PM
Msg. 4092 of 4332
thanks for suggestion Hunter, critic is usefull for learn how to work proper, i will reduce polygon bye removing useless part. i need to fix design to i think.
Edited by Dalek on Mar 31, 2014 at 03:42 PM
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Apr 5, 2014 06:09 PM
Msg. 4093 of 4332
Edited by MosesofEgypt on Apr 22, 2014 at 07:51 PM
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tylerp14
Joined: Oct 12, 2010
Ohai der...
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Posted: Apr 22, 2014 11:50 AM
Msg. 4094 of 4332
Part of a new game that I'm making, this will be a cinematic vehicle when it's done. I re-made the crashed ship that is on RPG Beta6.  
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Apr 22, 2014 12:01 PM
Msg. 4095 of 4332
With a decent skin, the ship wouldn't be half bad. Could probably pass it off as some kind of Forerunner vessel.
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