A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP]Halo 3 SMG

Page 1 of 2 Go to page: · [1] · 2 · Next
Author Topic: [WIP]Halo 3 SMG (64 messages, Page 1 of 2)
Moderators: Dennis

Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 3, 2009 11:38 AM    Msg. 1 of 64       
Well so far I only got the clip done!
Here's a normal and wire render ^_^




EDIT: IT's not done I spotted som things I need to fix ^_^
Edited by Sharp1337X on Jul 3, 2009 at 11:39 AM

EDIT:
NEW RENDER WITH THE ERRORS I SPOTTED FIXED UP! ALSO AT THE VERY LEFT OF THE CLIP THERE'S THAT THING WICH HAS THE MOST DETAIL, IT'S NOT 100 % ACCURATE BUT I LIKE IT WAY BETTER LIKE THIS! THANK YOU FOR READING..

RENDER:


The errors were actually the insets on the top, they don't go all the way trough
Edited by Sharp1337X on Jul 3, 2009 at 12:00 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 3, 2009 12:12 PM    Msg. 2 of 64       
You seem to have the idea on how to plane model now. Is this going to be for ingame? if so most of the details on that model wont be needed.


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 3, 2009 12:47 PM    Msg. 3 of 64       
Yep it will be in-game ^_^ but I just suck at fake bumping that's why I add details..


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 3, 2009 12:49 PM    Msg. 4 of 64       
No offence, hunter, but your models aren't detailed enough nor should anyone be concerned with the poly count of a FP weapon if it looks good.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 3, 2009 01:08 PM    Msg. 5 of 64       
Looks very good. You might consider toning the detail down just a tad, but other than that, it looks like it's a very good start.


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 3, 2009 01:27 PM    Msg. 6 of 64       
THnx for the critcs ^_^ btw I leave it as is, Im modeling the gun ATM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Jul 3, 2009 02:10 PM    Msg. 7 of 64       
Quote: --- Original message by: Masters1337
No offence, hunter, but your models aren't detailed enough nor should anyone be concerned with the poly count of a FP weapon if it looks good.

What about people like me huh? if the polycount of a fp weapon is over 5000 or something like that, ingame it will cause a huge clusterfark of random triangles all over the place. Rendering the level useless, and unplayable.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 3, 2009 02:11 PM    Msg. 8 of 64       
TBh, I've enver heard of that. I've had 4k weapons on my screen, don't think I've had more.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Jul 3, 2009 02:14 PM    Msg. 9 of 64       
Well a perfect example is the sniper on narrows it rendered the map unplayable, at least for me anyways. Thats the main reason I didnt beta with the rest of the team.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 3, 2009 02:29 PM    Msg. 10 of 64       
Maybe thats because the sniper rifle was 25664 triangles and it had no LOD's.




Edited by anonymous_2009 on Jul 3, 2009 at 02:29 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Jul 3, 2009 02:30 PM    Msg. 11 of 64       
Quote: --- Original message by: anonymous_2009

Maybe thats because the sniper rifle was 25664 triangles and it had no LOD's.




Edited by anonymous_2009 on Jul 3, 2009 at 02:29 PM

it was before we were using yours.


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Jul 3, 2009 02:31 PM    Msg. 12 of 64       
It only gives the "unplayable map effect" with the older gfx cards


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 3, 2009 02:34 PM    Msg. 13 of 64       
Quote: --- Original message by: CLS_GRUNT
Quote: --- Original message by: anonymous_2009

Maybe thats because the sniper rifle was 25664 triangles and it had no LOD's.




Edited by anonymous_2009 on Jul 3, 2009 at 02:29 PM

it was before we were using yours.


Mine is 25664 triangles, well, the high poly one is. I thought that one was in Narrows?


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Jul 3, 2009 02:38 PM    Msg. 14 of 64       
no it was terrible one doan made a looong time ago.


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 3, 2009 02:38 PM    Msg. 15 of 64       
My weapons are almost always around 3K triangles, so it doesnt really matter

Also I get the unplayable map effect on narrows, it's like it's portalled every Foot
(only on my craptop btw, my high end PC wich can max crysis ultra high doesn't have it..)
Edited by Sharp1337X on Jul 3, 2009 at 02:40 PM


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 3, 2009 05:50 PM    Msg. 16 of 64       
That's just like you said, charmfer, you can't see it form this angle.. it go's like this:
__--------__ ,so, down, up, down
NVM I SEE IT! FIXING UP!
Edited by Sharp1337X on Jul 3, 2009 at 06:04 PM


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 4, 2009 04:57 AM    Msg. 17 of 64       
Oh ye I do xD

EDIT: SMALL UPDATE!



Edited by Sharp1337X on Jul 4, 2009 at 06:26 AM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Jul 4, 2009 06:42 AM    Msg. 18 of 64       
Lookin legit. I never figured out the technique for the sort of "indents" you have along the length of the clip, the sort of zig-zaggy stuff. Could you elaborate on how you did it?

Also I'd suggest deleting the spare verts on the front part of the barrel (It's split into three sections, there's a few you could probably target weld together.
Edited by Marka Haiyana on Jul 4, 2009 at 06:44 AM


CorruptedHalo
Joined: May 18, 2009


Posted: Jul 4, 2009 07:55 AM    Msg. 19 of 64       
heck, as of right now you could shorten the length of the clip some and you could make a custom smg / uzi before you finish the H3 one.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 4, 2009 08:57 AM    Msg. 20 of 64       
One thing you need to keep in mind is that a model looks nicer haveing the detail at a simular amount throuhgout the model. At the moment your clip is more detailed than the main weapon.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 4, 2009 10:30 AM    Msg. 21 of 64       
Also known as poly placement.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jul 4, 2009 10:53 AM    Msg. 22 of 64       
Quote: --- Original message by: Marka Haiyana

Lookin legit. I never figured out the technique for the sort of "indents" you have along the length of the clip, the sort of zig-zaggy stuff. Could you elaborate on how you did it?

Also I'd suggest deleting the spare verts on the front part of the barrel (It's split into three sections, there's a few you could probably target weld together.
Edited by Marka Haiyana on Jul 4, 2009 at 06:44 AM

I tried replicating those with a box, then boolean'd it.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 4, 2009 10:57 AM    Msg. 23 of 64       
Quote: --- Original message by: Newbkilla
Also known as poly placement.


Just putting it in simple terms for him.


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 4, 2009 11:55 AM    Msg. 24 of 64       
Quote: --- Original message by: Marka Haiyana

Lookin legit. I never figured out the technique for the sort of "indents" you have along the length of the clip, the sort of zig-zaggy stuff. Could you elaborate on how you did it?

Also I'd suggest deleting the spare verts on the front part of the barrel (It's split into three sections, there's a few you could probably target weld together.
Edited by Marka Haiyana on Jul 4, 2009 at 06:44 AM


Ok here's how, I just plane modeled it, if you have xfire I can tell you how..

Quote: One thing you need to keep in mind is that a model looks nicer haveing the detail at a simular amount throuhgout the model. At the moment your clip is more detailed than the main weapon.


It's W.I.P eh? :P

Edited by Sharp1337X on Jul 4, 2009 at 11:57 AM

EDIT:

It's done.. 3,7K of polies is done.. I'm proud of myself ^_^




Edited by Sharp1337X on Jul 4, 2009 at 01:14 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jul 4, 2009 01:22 PM    Msg. 25 of 64       
The top is really really boxy and/or flat and should probably be rounded out. The top of the stock also needs to be rounded out. Anything other than that I couldn't care about as an animator, lol...


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 4, 2009 01:32 PM    Msg. 26 of 64       
Quote: --- Original message by: ODX
The top is really really boxy and/or flat and should probably be rounded out. The top of the stock also needs to be rounded out. Anything other than that I couldn't care about as an animator, lol...


Hey I know you :P!
Youtube guy ^_^

Anyway, Could you maby animate? (the stock is rounded, and the top too..you can't see it from this angle :P)

I need an animator ^_^ (just like you :P)

EDIT: W8! I forgot the tirgger -_- adding it..
Also smoothed out some stuff, and I made it a little less boxy..

Check it out:


Edited by Sharp1337X on Jul 4, 2009 at 03:00 PM


BeachParty clan
Joined: Oct 12, 2008

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


Posted: Jul 4, 2009 04:23 PM    Msg. 27 of 64       
Nice, very nice work sharp, ignore the people who complain about too much poly's, they're too poor to get a decent gfx card.

i do agree with some people about the boxy part at the top, you gotta finetune that, aswell as round off a few more corners on the overal gun, nothing too major though

other than that, looks great.

i'll be here if you need a texture.
i could also animate it, but we'll see later about that

E1: the stock of the SMG in the center part is totally round, not just narrow
Edited by BeachParty clan on Jul 4, 2009 at 04:26 PM


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Jul 4, 2009 04:38 PM    Msg. 28 of 64       
There are some gfx cards who can play it without too much trouble that don't cost alot.


Sharp1337X
Joined: Jun 22, 2009

My pistol, Pwn you, it will


Posted: Jul 4, 2009 05:03 PM    Msg. 29 of 64       
Quote: --- Original message by: BeachParty clan

Nice, very nice work sharp, ignore the people who complain about too much poly's, they're too poor to get a decent gfx card.

i do agree with some people about the boxy part at the top, you gotta finetune that, aswell as round off a few more corners on the overal gun, nothing too major though

other than that, looks great.

i'll be here if you need a texture.
i could also animate it, but we'll see later about that

E1: the stock of the SMG in the center part is totally round, not just narrow
Edited by BeachParty clan on Jul 4, 2009 at 04:26 PM


Thnx beachparty clan ^_^
And yes I really need one to texture, I'll fix up the model first, mind sending it to you then? :D


OMGWTHBBQHAXZORZ XD
Joined: Aug 19, 2008


Posted: Jul 4, 2009 06:06 PM    Msg. 30 of 64       
Quote: --- Original message by: Bokito
There are some gfx cards who can play it without too much trouble that don't cost alot.


Seriously and you don't even need that good of a vid card JUST to run halo I mean seriously
-_-. I have even seen something like bestbuy sell a 8600 GO for like 50 dollars although I'm not sure how bad GO is compared to GT


Advancebo
Joined: Jan 14, 2008


Posted: Jul 4, 2009 06:50 PM    Msg. 31 of 64       
Fix the barrel, you dont need that intrude, and its wasting polys. all you need is a cylinder with the end chamfered and the hole.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jul 4, 2009 06:58 PM    Msg. 32 of 64       
Quote: --- Original message by: BeachParty clan
Nice, very nice work sharp, ignore the people who complain about too much poly's, they're too poor to get a decent gfx card.
It's not a matter of what kind of graphics card/computer we have, it's a matter of optimization for Halo CE's engine. You can't just go shoving a weapon in-game with however many polys you damn well want, it just doesn't work that way. Besides, having anything over about 4k-5k for an average weapon just means you're adding unnecessary details and the skinner will have nothing challenging to do.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 4, 2009 06:59 PM    Msg. 33 of 64       
Its not just what the players can handle, it also what Halo can handle.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 4, 2009 07:06 PM    Msg. 34 of 64       
Wow, forgot to refresh the page, an hour late. Woops.
Edited by Newbkilla on Jul 4, 2009 at 07:06 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Jul 4, 2009 07:47 PM    Msg. 35 of 64       
Looks good, I only see a few problems here and there.

 
Page 1 of 2 Go to page: · [1] · 2 · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 7:53 PM 172 ms.
A Halo Maps Website