
SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 9, 2015 04:32 AM
Msg. 7316 of 9951
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 9, 2015 11:42 AM
Msg. 7317 of 9951
Forge World best Reach map. Would be great to see it in CE.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 9, 2015 11:57 AM
Msg. 7318 of 9951
That looks great. Will it be for OS?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 9, 2015 01:08 PM
Msg. 7319 of 9951
does your forge world have lots of booty dlc?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 9, 2015 03:27 PM
Msg. 7320 of 9951
Not many people here will get that reference.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 9, 2015 10:14 PM
Msg. 7321 of 9951
Quote: --- Original message by: altis94 Not many people here will get that reference. kinda sorta like frosty... i thought you left?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Feb 10, 2015 11:47 PM
Msg. 7322 of 9951
Does anyone know anything about fog planes? I made a fog plane at the same level as the water for the Forge world (like in Death Island) but the fog plane also extends to everything on its level, which is also where the Hemorrhage bases are located. I know I can remove the fog plane visibility from specific clusters, but it makes ALL fog planes disappear when inside that cluster, which means that if you stand near the base (where there should be no fog\water) then all the fog of the ocean will disappear. On the bottom of this image is where you can see part of the water that is on the level itself (like a small lake), but it shouldn't be there. I only extended the water plane to it because otherwise it looked like it just had green fog floating over it, so I decided it'd look better as a (unwanted) lake. Edited by Jesse on Feb 10, 2015 at 11:48 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 11, 2015 12:01 AM
Msg. 7323 of 9951
Theres no fix for this besides physically moving the bsp in areas. (I'd move the water downards personally instead of the bsp up)
The only thing you can do is clusters but like you said that'd remove the fog entirely while you're in that cluster. Clearing Ground can pull this off because you don't go under the fog plane until you can't see the water.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 12, 2015 12:09 PM
Msg. 7324 of 9951
10k polygon thanks to SS flanker. Going to start working on the animation,rigging and stuff. Edited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:13 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: Feb 12, 2015 12:52 PM
Msg. 7325 of 9951
Quote: --- Original message by: sshers4 http://i58.tinypic.com/206lnur.jpg 10k polygon thanks to SS flanker. Going to start working on the animation,rigging and stuff. Edited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:13 PM Nice texturing.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 12, 2015 02:33 PM
Msg. 7326 of 9951
Quote: --- Original message by: SS FlankerQuote: --- Original message by: sshers4 http://i58.tinypic.com/206lnur.jpg 10k polygon thanks to SS flanker. Going to start working on the animation,rigging and stuff. Edited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:12 PMEdited by sshers4 on Feb 12, 2015 at 12:13 PM Nice texturing. ty. And this is how big is going to be once you go near it. 
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Caesar
Joined: Jul 1, 2013
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Posted: Feb 12, 2015 02:49 PM
Msg. 7327 of 9951
wtf? they look similar 
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 12, 2015 02:58 PM
Msg. 7328 of 9951
Its almost like thats what he was trying to make
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 12, 2015 03:05 PM
Msg. 7329 of 9951
I was hoping you could provide a banana for proper scale.
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Caesar
Joined: Jul 1, 2013
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Posted: Feb 12, 2015 03:06 PM
Msg. 7330 of 9951
Yeh i knew that i think its the skin colour looks the same.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 12, 2015 03:09 PM
Msg. 7331 of 9951
You need to learn how to pick up internet sarcasm. To be fair, it is much more difficult than picking up aural sarcasm.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 12, 2015 08:20 PM
Msg. 7332 of 9951
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OHunterO
Joined: May 24, 2012
.
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Posted: Feb 12, 2015 08:25 PM
Msg. 7333 of 9951
So, my final year at University, got to practice my chosen field (3D Artist) and create something to practice and show I can do the work in that field. So, my project is to create a Photo-real animal, or creature. Of course, my lecturer has suggested that instead of straight up copy a design I should adapt it or add on to it. The design i'm going to make is also very dated and needs to be made a bit more modern and to todays standards of detail. This is what i'm going to create: Of course like I said I must upgrade it and make it more modern as the art is old and outdated. Any of you guys have an suggestions of what you would like to see done to it? So any new features it could include? For example scales or other different skin types, or different leg shape, ect...
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Feb 12, 2015 08:27 PM
Msg. 7334 of 9951
1/10 dusnt luk cuvanent or anything like haalo. butt it looks shinie so it does get 1 point
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 12, 2015 08:28 PM
Msg. 7335 of 9951
Quote: --- Original message by: OHunterOSo, my final year at University, got to practice my chosen field (3D Artist) and create something to practice and show I can do the work in that field. So, my project is to create a Photo-real animal, or creature. Of course, my lecturer has suggested that instead of straight up copy a design I should adapt it or add on to it. The design i'm going to make is also very dated and needs to be made a bit more modern and to todays standards of detail. This is what i'm going to create: http://www.unseen64.net/wp-content/uploads/2008/04/halobeta08.jpg Of course like I said I must upgrade it and make it more modern as the art is old and outdated. Any of you guys have an suggestions of what you would like to see done to it? So any new features it could include? For example scales or other different skin types, or different leg shape, ect... You should make it like this Quote: --- Original message by: sshers4
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Feb 12, 2015 08:37 PM
Msg. 7336 of 9951
Quote: --- Original message by: OHunterOSo, my final year at University, got to practice my chosen field (3D Artist) and create something to practice and show I can do the work in that field. So, my project is to create a Photo-real animal, or creature. Of course, my lecturer has suggested that instead of straight up copy a design I should adapt it or add on to it. The design i'm going to make is also very dated and needs to be made a bit more modern and to todays standards of detail. This is what i'm going to create: http://www.unseen64.net/wp-content/uploads/2008/04/halobeta08.jpg Of course like I said I must upgrade it and make it more modern as the art is old and outdated. Any of you guys have an suggestions of what you would like to see done to it? So any new features it could include? For example scales or other different skin types, or different leg shape, ect... Keep in mind the history and environmental influences on the creature to go well together. As for cool stuff to do to it, a short tail may work well with this creature, along with the spines perhaps have skin covering them for temperature regulation or more smaller ones about half the size along the side of the spinal center, or perhaps the spines be shorter and included as plating, for defense from predators. A different shape of the head may be of particular interest as well. What comes to mind for me is the creatures from Pacific Rim for inspiration.
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OHunterO
Joined: May 24, 2012
.
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Posted: Feb 12, 2015 08:41 PM
Msg. 7337 of 9951
Quote: --- Original message by: Invader VeexQuote: --- Original message by: OHunterOSo, my final year at University, got to practice my chosen field (3D Artist) and create something to practice and show I can do the work in that field. So, my project is to create a Photo-real animal, or creature. Of course, my lecturer has suggested that instead of straight up copy a design I should adapt it or add on to it. The design i'm going to make is also very dated and needs to be made a bit more modern and to todays standards of detail. This is what i'm going to create: http://www.unseen64.net/wp-content/uploads/2008/04/halobeta08.jpg Of course like I said I must upgrade it and make it more modern as the art is old and outdated. Any of you guys have an suggestions of what you would like to see done to it? So any new features it could include? For example scales or other different skin types, or different leg shape, ect... Keep in mind the history and environmental influences on the creature to go well together. As for cool stuff to do to it, a short tail may work well with this creature, along with the spines perhaps have skin covering them for temperature regulation or more smaller ones about half the size along the side of the spinal center, or perhaps the spines be shorter and included as plating, for defense from predators. A different shape of the head may be of particular interest as well. What comes to mind for me is the creatures from Pacific Rim for inspiration. Yeah was thinking it needs a tail, I will use some of the creatures from Pacific Rim as inspiration for some of it's details, going to look at dinosaurs as well as this creature pretty much is a dinosaur. Only got to make a highpoly version of it for the university project it's self. But at some point I would like to model some Halo Concept Art that didn't make it in-game and get it created with a lowpoly ect... so when Uni is done I can make a lowpoly and release. Edited by OHunterO on Feb 12, 2015 at 08:42 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 12, 2015 08:43 PM
Msg. 7338 of 9951
I'd suggest implementing a different head anatomy. It always bugged me how it was so small relative to it's large mass. With a jaw that size... it'd have to spend a while feeding.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 12, 2015 09:25 PM
Msg. 7339 of 9951
Quote: --- Original message by: OHunterOSo, my final year at University, got to practice my chosen field (3D Artist) and create something to practice and show I can do the work in that field. So, my project is to create a Photo-real animal, or creature. Of course, my lecturer has suggested that instead of straight up copy a design I should adapt it or add on to it. The design i'm going to make is also very dated and needs to be made a bit more modern and to todays standards of detail. This is what i'm going to create: http://www.unseen64.net/wp-content/uploads/2008/04/halobeta08.jpg Of course like I said I must upgrade it and make it more modern as the art is old and outdated. Any of you guys have an suggestions of what you would like to see done to it? So any new features it could include? For example scales or other different skin types, or different leg shape, ect... Oh sweet, your going to create one aswell but different? But anways I going to start rigging the thorn beast tommorrow and once I finish up with the animations I will add normal maps so that you can see muscle and detail on him. And then maybe I can support your creature like animation, rigging and texturing. Edited by sshers4 on Feb 12, 2015 at 09:27 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 12, 2015 10:13 PM
Msg. 7340 of 9951
Hunter making a thorn beast [Hype Intensifies]
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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 13, 2015 09:57 AM
Msg. 7341 of 9951
Pff it seems your not even trying. It's garbage like this which makes me wonder why you people are still sucking air. Take a look at this and cry because it's 50000x better than your's 
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 13, 2015 01:49 PM
Msg. 7342 of 9951
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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 13, 2015 01:58 PM
Msg. 7343 of 9951
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 15, 2015 12:55 PM
Msg. 7344 of 9951
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 20, 2015 06:38 AM
Msg. 7345 of 9951
Pretty nice Matthew ! Starting a new project with Dalek. That's what we have done now. Edited by darksoldier on Feb 20, 2015 at 07:19 AM
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 20, 2015 08:23 AM
Msg. 7346 of 9951
Quote: --- Original message by: Mootjuh Cliffs look too flat. Semi-Official Gallery [WIPS]We just finished the base map. Now we'll add the rest.
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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 20, 2015 09:43 AM
Msg. 7347 of 9951
Wow. 10/10 Usually highly reflective "chromish" surfaces are a turn off for me but the balance seemed right.
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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 20, 2015 10:29 AM
Msg. 7348 of 9951
WIP Crit usually makes WIPs into WIF's.
Works in Final
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 21, 2015 07:50 AM
Msg. 7349 of 9951
Quote: --- Original message by: MootjuhQuote: --- Original message by: Mootjuh Cliffs look too flat. It's just as I said it yet you can't face that fact. Look at this for example. This would be arround the same triangle count but would look much better. http://jord-art.com/EA_work/SSX3_snow_cliffs.jpg And just to make it even more clear, I'll show you how I do it for CE. http://puu.sh/cqoNu/60e3657743.jpg Render with normals: http://puu.sh/cnVAa/c14b50a050.jpg And really, you're probably one of the only ones thinking crit is there to tell you you suck and I'm better than you. A freaking todler would be able to say the cliffs were too flat if he got a comparison pic with real life. Edited by Mootjuh on Feb 20, 2015 at 03:22 PM Now that's a real critic, and not a simple "Cliffs are to flat". Anyway thank you for it ! I don't use the same methode, because I like the old school of halo, but your is pretty good. I will add structures after fixing all the model.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 21, 2015 08:18 AM
Msg. 7350 of 9951
Quote: --- Original message by: Mootjuh Cliffs look too flat.
Post is too low on useful information.
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