
BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 22, 2016 01:26 PM
Msg. 8751 of 9951
Quote: --- Original message by: HyperSean some big projects do these have any relation to your other big projects?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 22, 2016 02:41 PM
Msg. 8752 of 9951
Quote: --- Original message by: BKTielQuote: --- Original message by: HyperSean some big projects do these have any relation to your other big projects? probably Will do Flanker. Edited by HyperSean on Jun 22, 2016 at 02:41 PM
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 26, 2016 07:54 PM
Msg. 8753 of 9951
Im finishing the HCE3 thorbeast. superhigh 5000tri superlow 984tri
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sshers4
Joined: Apr 28, 2013
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Posted: Jun 26, 2016 08:06 PM
Msg. 8754 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: Jun 26, 2016 08:12 PM
Msg. 8755 of 9951
You should put them in that game we are not allowed to mention because you were a jackass.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jun 26, 2016 08:30 PM
Msg. 8756 of 9951
Apocalipsis Sshers has return after 4000 years, all hail Sshers Destructor of threads!!!!
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 26, 2016 09:56 PM
Msg. 8757 of 9951
It is optimized?  No black background - i used zbrush for the texture Edited by Halonimator on Jun 26, 2016 at 10:34 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: Jun 27, 2016 06:31 AM
Msg. 8758 of 9951
Spines and claws are too white. Add a yellowish tinge. Also the teeth have little or no formation, by that I mean they all roughly follow the same caninesque contour. Add more differentiation. 0hunter0's varient contains more or less the same problem IMO. But for something that won't have its mouth open much of the time you could get away with just instancing the molar's all around the jaw bone. Your prop on the other hand has it's mouth fully open in your render poses which is why you should probably consider paying more attention to the mouth area. Don't forget the tongue. As for the texture it'self... it isn't bad perse.....but it needs much more livening up in certain areas. Again I would reccomend you play around with colour variation Not too much mind you, but just enough to keep the eye interested. Right now it looks heavily monotonous but at the same time it could be very easy to turn it into a walking rainbow so be diligent with your colour palette. Add and take away consecutively. Basic example. \/ 
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 27, 2016 12:15 PM
Msg. 8759 of 9951
Quote: --- Original message by: Super FlankerSpines and claws are too white. Add a yellowish tinge. http://ayay.co.uk/backgrounds/dinosaurs/armoured/kentrosaurus-spikey-lizard.jpg Also the teeth have little or no formation, by that I mean they all roughly follow the same caninesque contour. Add more differentiation. http://i.imgur.com/ldwXChU.jpg 0hunter0's varient contains more or less the same problem IMO. But for something that won't have its mouth open much of the time you could get away with just instancing the molar's all around the jaw bone. Your prop on the other hand has it's mouth fully open in your render poses which is why you should probably consider paying more attention to the mouth area. Don't forget the tongue. As for the texture it'self... it isn't bad perse.....but it needs much more livening up in certain areas. Again I would reccomend you play around with colour variation Not too much mind you, but just enough to keep the eye interested. Right now it looks heavily monotonous but at the same time it could be very easy to turn it into a walking rainbow so be diligent with your colour palette. Add and take away consecutively. Basic example. \/ http://previewcf.turbosquid.com/Preview/2014/08/01__22_20_40/DinosaurTexture.jpg11fa4e32-fb33-4e9c-954d-3e627f2e6dbaLarge.jpg It will be in delta halo  Edited by Halonimator on Jun 27, 2016 at 12:53 PMrun Edited by Halonimator on Jun 27, 2016 at 03:42 PMH2v Me vs Hunters on legendary https://www.youtube.com/watch?v=eM6nDbgiDZQ&feature=youtu.be Edited by Halonimator on Jun 27, 2016 at 04:56 PMUpdate Edited by Halonimator on Jun 27, 2016 at 06:04 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 27, 2016 06:18 PM
Msg. 8760 of 9951
Not bad. But it looks like it'd be very uncomfortable travelling large distances. Look at the way it swivels its feet/legs in a circle whilst moving forward.
This might be nitpicking but also look at the way its feet comes in contact with the ground. It rolls on its heel. It'd probably be better if it came to an even stomp on the floor.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 27, 2016 07:24 PM
Msg. 8761 of 9951
I think the idle animation looks quite good. Also I agree with Spartan's comment about the feet in the walking animation, looks a tad uncomfy.
Cheers.
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sshers4
Joined: Apr 28, 2013
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Posted: Jun 27, 2016 07:34 PM
Msg. 8762 of 9951
I actually love the light black texture on the thornbeast, and the standing animation looks really good aswell.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 27, 2016 08:29 PM
Msg. 8763 of 9951
Turn right-left 
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sshers4
Joined: Apr 28, 2013
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Posted: Jun 27, 2016 08:58 PM
Msg. 8764 of 9951
exellent, you should try test them ingame.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 27, 2016 10:20 PM
Msg. 8765 of 9951
Quote: --- Original message by: sshers4 exellent, you should try test them ingame. I need fist to do the collision model and lods. Atack animation%0  the final release will include a color change shader. sleeping Edited by Halonimator on Jun 27, 2016 at 11:35 PM
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Jun 28, 2016 05:46 AM
Msg. 8766 of 9951
I don't think that's how muscles work
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 28, 2016 09:57 AM
Msg. 8767 of 9951
I'm actually fairly impressed by your animations Halonimator, way to go!
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 28, 2016 11:51 AM
Msg. 8768 of 9951
It has to be said, Halonimator isn't exactly lacking talent. He just needs to keep up a good attitude and keep working hard at developing his craft.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 28, 2016 01:32 PM
Msg. 8769 of 9951
Quote: --- Original message by: DaLode It has to be said, Halonimator isn't exactly lacking talent. He just needs to keep up a good attitude and keep working hard at developing his craft.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 28, 2016 01:58 PM
Msg. 8770 of 9951
Why do you make so often stupid posts when you come up with this ? Good work, needs little improvements.
I'd like to get the model to try to make some animations, this looks interesting
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 28, 2016 02:35 PM
Msg. 8771 of 9951
JMO stand-look 
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 28, 2016 02:50 PM
Msg. 8772 of 9951
Quote: --- Original message by: HalonimatorJMO stand-look  
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 28, 2016 07:23 PM
Msg. 8773 of 9951
Don't forget my credit when u release.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 28, 2016 09:23 PM
Msg. 8774 of 9951
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 28, 2016 10:18 PM
Msg. 8775 of 9951
You also need to fix his walking animation. Make it faster, the thing is practically gliding across the floor.
Same with the turning animation.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 28, 2016 10:54 PM
Msg. 8776 of 9951
Quote: --- Original message by: Spartan314 You also need to fix his walking animation. Make it faster, the thing is practically gliding across the floor.
Same with the turning animation. i made the run and turning animations i bit faster from 60 to 45 frames, also i fixed the head.  i need more sounds for the biped, for now i have only one. Edited by Halonimator on Jun 28, 2016 at 10:59 PMEdited by Halonimator on Jun 29, 2016 at 01:11 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jun 29, 2016 12:12 AM
Msg. 8777 of 9951
>60 FPS to 45 FPS
I cant believe i'll attempt this but do you mean from 60 frames to 45 frames? Because frames vs FPS is a big difference.
If you're seriously animating at 60 FPS, or even 45 FPS, you've seriously got some sh_t to work out, because halo doesn't support any animations that run at higher than 30 FPS.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jun 29, 2016 01:12 PM
Msg. 8778 of 9951
Quote: --- Original message by: R93_Sniper >60 FPS to 45 FPS
I cant believe i'll attempt this but do you mean from 60 frames to 45 frames? Because frames vs FPS is a big difference.
If you're seriously animating at 60 FPS, or even 45 FPS, you've seriously got some sh_t to work out, because halo doesn't support any animations that run at higher than 30 FPS. from 60 frames to 45 frames
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XxPopeAK49xX
Joined: Jan 31, 2016
It's better being a jerk.
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Posted: Jul 1, 2016 01:54 AM
Msg. 8779 of 9951
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 1, 2016 02:06 AM
Msg. 8780 of 9951
I really only have two qualms here. First and foremost being that the top platform of the base just way too spacious. If you had something on the top like generators or even just some random blocks to break it up, it would look a lot nicer.
Those insets on the, what I assume to be interior walls, seem to really be out of place. Perhaps going in and adding a pair of light strips on the inner bevel would make it look slightly less odd.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jul 1, 2016 02:42 AM
Msg. 8781 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: Jul 1, 2016 10:14 AM
Msg. 8782 of 9951
Not digging those ridges pope. Purdy. Though the detail maps are struggling on parts of your cliffs.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 1, 2016 02:40 PM
Msg. 8783 of 9951
My new testmap bsp data 5km diameter custom HD 512x512 lightmap (UVW) 128,056 tri 9 portals 
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jul 1, 2016 07:18 PM
Msg. 8784 of 9951
I actually like the gritty look of the forerunner building of pope
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 1, 2016 08:51 PM
Msg. 8785 of 9951
Quote: --- Original message by: HalonimatorMy new testmap bsp data 5km diameter custom HD 512x512 lightmap (UVW) 128,056 tri 9 portals http://i.imgur.com/Ziny3uR.jpg Now I'm not being horrible but that screeny looks like it was taken directly beneath a graveminds butt hole. Really! What are you showing off here? Get in game and post a couple of clips.
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