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Author Topic: Official [ASP] WIP Thread (469 messages, Page 5 of 14)
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Advancebo
Joined: Jan 14, 2008


Posted: Jun 20, 2009 02:03 PM    Msg. 141 of 469       
Quote: --- Original message by: CLS_GRUNT
Or the inserts on the other side, there never going to be seen ingame.


Well it could be unwrapped first, then those inserts can be deleted.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 20, 2009 07:51 PM    Msg. 142 of 469       
Quote: --- Original message by: CLS_GRUNT
Or the inserts on the other side, there never going to be seen ingame.


Reload?


Advancebo
Joined: Jan 14, 2008


Posted: Jun 20, 2009 09:15 PM    Msg. 143 of 469       
It can be part of the texture.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 20, 2009 09:28 PM    Msg. 144 of 469       
Maybe fake bumped too.


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jun 20, 2009 09:58 PM    Msg. 145 of 469       
yea I was planning for those to help with bump mapping or uvwing plus i kind of wanted to experiment with boolean but thanks for the suggestions.

Also tiny update on the shotgun. I was not really in teh mood to model =P... anyway


Edited by new101 on Jun 21, 2009 at 02:02 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 21, 2009 07:29 PM    Msg. 146 of 469       
Some parts don't even make sense in terms of how gameplay will work out really (from what I can see), no offence, I'll I see is extrude/bevel/chamfer on the entire thing. Nothing really instresting.. For example, you could add palm tree's on the side in some kind of pots, add a avalanche in the back, a big tower on one side, and lots of other things. I see a work in progress that could come out great, or come out really bad. It's your choice.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 21, 2009 09:17 PM    Msg. 147 of 469       
whats the tileset?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 21, 2009 10:38 PM    Msg. 148 of 469       
Quote: --- Original message by: halopro77
Quote: --- Original message by: Headhunter09
whats the tileset?


what tile set?

I think he means what's the sytle of it
IE: human, forerunner, etc


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 21, 2009 10:41 PM    Msg. 149 of 469       
It looks more human than anything right now.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 21, 2009 10:59 PM    Msg. 150 of 469       
Looks like a multi story parking lot, or a really complicated building entrance.


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jun 22, 2009 12:26 AM    Msg. 151 of 469       
hey everyone here is another and mb last update for the shotgun unless anyone spots any major errors. Also know that no autosmooth has been applied to this render.

Also don't pay too much attention to the trigger area. It was a 5min job since mc's hand will be in the way.




poly count 3,069 polys 3810 verts
Edited by new101 on Jun 22, 2009 at 12:31 AM


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: Jun 22, 2009 06:38 AM    Msg. 152 of 469       
I dont like it. That detail is NOT for old games. It has to be in the texture. Also, make the render lower res so we dont see jagged edges.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 22, 2009 06:47 AM    Msg. 153 of 469       
Quote: --- Original message by: halopro77
Quote: --- Original message by: Headhunter09
whats the tileset?


what tile set?

I mean like desert, jungle, snow, tundra, industrial, airfield, grasslands, etc.
Edited by Headhunter09 on Jun 22, 2009 at 06:48 AM


Advancebo
Joined: Jan 14, 2008


Posted: Jun 22, 2009 01:32 PM    Msg. 154 of 469       
Quote: --- Original message by: new101

hey everyone here is another and mb last update for the shotgun unless anyone spots any major errors. Also know that no autosmooth has been applied to this render.

Also don't pay too much attention to the trigger area. It was a 5min job since mc's hand will be in the way.




poly count 3,069 polys 3810 verts
Edited by new101 on Jun 22, 2009 at 12:31 AM


You dont really need the details on the stock, since you will never see that very well. A texture can cover that.

Also the barrel area seems a bit short, could the perspective though.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 22, 2009 04:18 PM    Msg. 155 of 469       
I think it needs a custom sound to go with it.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 04:48 PM    Msg. 156 of 469       
Quote: --- Original message by: roosterMAP
I dont like it. That detail is NOT for old games. It has to be in the texture. Also, make the render lower res so we dont see jagged edges.

its fine. i put 4k tri weapons ingame.
speaking of which, is that 3,069 polygons, or 3,069 triangles. thats an important thing to differentiate between. and looking at this weapon, you could have pulled this off with 1.5k tris.
the pump is looking messy too. apply smoothing to it.
and just the the left of the shell loading port in that render, why is there a line there? what is that? fix please. it will look bad ingame when light hits it


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Jun 22, 2009 04:49 PM    Msg. 157 of 469       
That handle and trigger and intolerable. :(


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 04:53 PM    Msg. 158 of 469       
yes and wireframe render please. i can barely make out the shape of the weapon from what you have there now


Thunderbolt
Joined: Aug 21, 2007

!just chilling!


Posted: Jun 22, 2009 07:37 PM    Msg. 159 of 469       
I think it is time that I finally reveal this map. I have been working on this map for a couple days. The map was suppose to be a test map for the team but I think it should be realesed once it is finished. First i want to show the layout of the map.



After the layout I started building the 3 major structures in the map.













Once the im done with the structures I will start the terrain and cliffs. Any comments,sugestions, or questions are welcome.


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jun 22, 2009 07:44 PM    Msg. 160 of 469       


Just an update and look at the lower poly model. Plus new grip :o and like i said ignore trigger/handle area refer to top post for comment on that.



top:
3450 polygons and 4299 vertices

bottom:
1404 polygons and 1523 vertices
Edited by new101 on Jun 22, 2009 at 07:47 PM
Edited by new101 on Jun 22, 2009 at 07:59 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 22, 2009 08:11 PM    Msg. 161 of 469       
Quote: --- Original message by: Thunderbolt
I think it is time that I finally reveal this map. I have been working on this map for a couple days. The map was suppose to be a test map for the team but I think it should be realesed once it is finished. First i want to show the layout of the map.

*pic*

After the layout I started building the 3 major structures in the map.

*pics*

Once the im done with the structures I will start the terrain and cliffs. Any comments,sugestions, or questions are welcome.


Looks big. But good. If you manage to pull it off correctly it will be awesome. So far I don't see how it will transition for the grey wall to the interior-looking arena "up" from it.

Also, detail the concept more, so we can see how it going to shape and form. So far we have to project terrain from a green splotch, three cliffs and a chunk of ground.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 08:18 PM    Msg. 162 of 469       
Quote: --- Original message by: new101
top:
3450 polygons and 4299 vertices

bottom:
1404 polygons and 1523 vertices

ok thanks for the wireframe. i see why its so high poly now. you NEED to learn how to target weld and remove those extra edges.
and like i said before, is that 3450 polygons or 3450 triangles. it is a very important thing to differentiate between.
you still need to fix your smoothing and you need to fix your nonplanars. there is a button that says "make planar" and there are little buttons next to it labeled "x" "Y" and "z". make planar will adjust the polygon regardless of position, and the x y and z buttons will make the plane a planar on the corresponding axis. you need to learn how to fix these things if you want to keep progressing as a modeler. you have the potential but you need to fix the problems i listed.


new101
Joined: May 18, 2009

All for one and one for all


Posted: Jun 22, 2009 08:26 PM    Msg. 163 of 469       
K thx for the comments also ill start target welding plus i right clicked on a viewport and clicked show statistics and it says 3450 poly so I am assuming polygons.


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Jun 23, 2009 06:45 PM    Msg. 164 of 469       
It looks like it should be one handed lol, nice though very creative, and it would be understood as covenant due to similarites with other covenant weapons (almost all one handed, and carbine style ammo design) keep up the good work.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 23, 2009 06:51 PM    Msg. 165 of 469       
It looks like ThunderBolt's map will be fun, yet I don't like the "green" base much. (mostly the place were the ramps are and the door ways)
Edited by Higuy on Jun 23, 2009 at 06:51 PM


Thunderbolt
Joined: Aug 21, 2007

!just chilling!


Posted: Jun 23, 2009 08:46 PM    Msg. 166 of 469       
The Structures are almost done and hopefully i will start on the terrain soon.Headhunter i hope these pictures will show you how the grey wall transitions to the greenbase.







Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 23, 2009 09:09 PM    Msg. 167 of 469       
The biggest problem I see is not with the model, but what are we going to texture it with :X.


Thunderbolt
Joined: Aug 21, 2007

!just chilling!


Posted: Jun 23, 2009 09:17 PM    Msg. 168 of 469       
So true thats the same problem i had with my last map.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 23, 2009 09:18 PM    Msg. 169 of 469       
Broke is on overtime as it is, i doubt he can spare time to make lots of textures.


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Jun 23, 2009 10:48 PM    Msg. 170 of 469       
Do a section of the map at a time. Model a section and then uv it. Don't wait to the very end to uv it only because that will just feel like a huge task to tackle. Do little at a time and it won't be as bad.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 23, 2009 10:58 PM    Msg. 171 of 469       
Quote: --- Original message by: new101



Just an update and look at the lower poly model. Plus new grip :o and like i said ignore trigger/handle area refer to top post for comment on that.



top:
3450 polygons and 4299 vertices

bottom:
1404 polygons and 1523 vertices
Edited by new101 on Jun 22, 2009 at 07:47 PM
Edited by new101 on Jun 22, 2009 at 07:59 PM
Poly's be damned, High Poly is way better. (So long as you texture it correctly)


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Jun 24, 2009 04:50 AM    Msg. 172 of 469       
Unless i see some hard facts of halo benchmarks going slow because of too much poly's (wich i never had a problem with)

GO FOR HIGH POLY MAN, there is no support for bump maps, and baking it looks ugly

polypolypolypolypoly my nanosuit worked fine, up to 200 units untill i lagged to death lol

but i doubt you get near the ammount of poly's the nanosuit got, so just go on, unless you have every model more detailled than the nanosuit and happen to place more than 200 objects in sight at the same time. if i remember, the nanosuit had 25k poly's, times 200 is 5000K poly's (5.000.000), at wich you drop to about 10 fps, though i don't expect you to reach that anywhere soon xD

but if you still want to do it low poly, just keep the high poly for FP models, and the low for 3p and world models
Edited by BeachParty clan on Jun 24, 2009 at 04:56 AM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 24, 2009 11:45 AM    Msg. 173 of 469       
Halo can use bump maps on BSPs.


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Jun 24, 2009 12:06 PM    Msg. 174 of 469       
Quote: --- Original message by: Spartan_094
Quote: --- Original message by: BeachParty clan

Unless i see some hard facts of halo benchmarks going slow because of too much poly's (wich i never had a problem with)

GO FOR HIGH POLY MAN, there is no support for bump maps, and baking it looks ugly
FFFFFFFFFFFFFFFFF, the way my spartan uses the bump is close
polypolypolypolypoly my nanosuit worked fine, up to 200 units untill i lagged to death lol

but i doubt you get near the ammount of poly's the nanosuit got, so just go on, unless you have every model more detailled than the nanosuit and happen to place more than 200 objects in sight at the same time. if i remember, the nanosuit had 25k poly's, times 200 is 5000K poly's (5.000.000), at wich you drop to about 10 fps, though i don't expect you to reach that anywhere soon xD

but if you still want to do it low poly, just keep the high poly for FP models, and the low for 3p and world models
Edited by BeachParty clan on Jun 24, 2009 at 04:56 AM

It all depends on your graphics card and such, you might have a good one and so do I.

Oh guys, hayabusa kicked me over a doom 3 shotgun rip he wanted and demanded from me. How sad.


your method is uh... totally not bump... it's a detail map, you've checked the box detail after reflection, wich is smart, but not BUMP, because BUMP has influence on the light, detail after reflection merely ignored lightning on the detail map rather than manipulating it.

so your METHOD is nice, not your bump method, it's not bump and not in the slightest way. sure, it WAS a bump map, but unless you use it as a bump map wich you can't on objects, you cannot call it a bump, period. it's been over with in several topics, please just agree on that.

Quote: --- Original message by: UnevenElefant5
Halo can use bump maps on BSPs.

Duh my last uh, 20 pics i posted? used bump on the bsps all along lol, we're talking about objects here, not bsp's.

here's my proof i posted before: http://i41.tinypic.com/2v2varn.png

i have no idea about the glass shader method though, and im too lazy to try it, so suprise me, maybe you can get a real bump, but detail after reflection is only looking good in screenshots, not during a life performance.

Baking prelighted Detail maps can look good, only in s'caps though, not dynamically =)

dont get me wrong, just helpin'
Edited by BeachParty clan on Jun 24, 2009 at 12:21 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 24, 2009 04:39 PM    Msg. 175 of 469       
Quote: --- Original message by: new101



Just an update and look at the lower poly model. Plus new grip :o and like i said ignore trigger/handle area refer to top post for comment on that.



top:
3450 polygons and 4299 vertices

bottom:
1404 polygons and 1523 vertices
Edited by new101 on Jun 22, 2009 at 07:47 PM
Edited by new101 on Jun 22, 2009 at 07:59 PM

If you want to fix it up anymore, here's an excellent reference.

There's more reference's;
find them here:
http://www.modacity.net/forums/showthread.php?t=9286&page=2
Edited by Higuy on Jun 24, 2009 at 04:41 PM

 
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