
Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 20, 2016 04:40 AM
Msg. 8926 of 9951
Quote: --- Original message by: samnwckReally good suggestions there. I totally forgot about the Riddick pit creature... and the texture patterning on there is killer. I still have so much to do but yeah still trying to lay down my basic coloring layers. I've been experimenting with some purplish hues for a while and can't figure what pattern/where on the body they should go that would be the most fluid... I'm sure I'll find it eventually! Anyways, here's the progress for now... (keep in mind I still haven't done hardly any texture work on the legs minus just basic coloring). The main additions in this update is the tongue texture, and the creatures sensory organs(where the eyes would normally be) have been painted a more fleshy color. http://i.imgur.com/Dzprq7U.jpg http://i.imgur.com/af0FVFM.jpgEdited by samnwck on Jul 19, 2016 at 11:02 PM No problem fam, though from experience I can say that it probably helps if you dream up a purpose for your creation. e.g. I don't see any eyes but I can pick out sensory heat pits so I assume it's not going to be ripping apart warm blooded veggies if that is the case what type of prey does it specialize in? (plz dnt say humans)Is it cannibalistic? Does it paralyse it's prey with that poisonous tongue? It looks reasonably light so I assume it can move pretty fast. How does it eat? What geographical location would it be most likely to be found in? Sand? Snow? Tropics? Volcano's? e.t.c Deciding all of this should in a way help you decide the right texture set for your thingy which I'm going to call "bob". Oh and what you have right now looks really, really good! I especially love the subtle blue over coating which is contrasted some what by the pinkish reds you have else where.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 20, 2016 06:03 PM
Msg. 8927 of 9951
did more pissy shaders https://www.youtube.com/watch?v=ShNPwYwdBvo&feature=youtu.beupdate: quick little redux on my chef if my typing is as bad as killer5000 sorry i got a new keyboard and im getting used to it hoping to get some pointers since sparkys gay orgy of a public discord is some aussie kid crying that im doing graphics and not remaking doom in halo Edited by HyperSean on Jul 20, 2016 at 07:00 PM
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samnwck
Joined: Sep 4, 2014
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Posted: Jul 20, 2016 08:12 PM
Msg. 8928 of 9951
Quote: --- Original message by: Super Flanker No problem fam, though from experience I can say that it probably helps if you dream up a purpose for your creation.
e.g.
I don't see any eyes but I can pick out sensory heat pits so I assume it's not going to be ripping apart warm blooded veggies if that is the case what type of prey does it specialize in? (plz dnt say humans)
Is it cannibalistic?
Does it paralyse it's prey with that poisonous tongue?
It looks reasonably light so I assume it can move pretty fast.
How does it eat?
What geographical location would it be most likely to be found in?
Sand? Snow? Tropics? Volcano's?
e.t.c
Deciding all of this should in a way help you decide the right texture set for your thingy which I'm going to call "bob".
Oh and what you have right now looks really, really good! I especially love the subtle blue over coating which is contrasted some what by the pinkish reds you have else where. Well the sensory organs are actually more than just heat sensitive. They are sensitive to a wide variety of radiation wavelengths not visible to our eyes that can produce an image similar to sight that allows it to maneuver its world. Also to help it escape predators it can sense the small pulses of electric activity caused by the nervous systems in other animals (similar to sharks). It has no offensive capabilities really so it's best move is to run away (hence why it looks quick) and the long legs are meant to straighten out and flutter behind it when it's in water to quickly swim. It lives in tropical areas as well like most amphibians (which I'd say this is closest to). Edited by samnwck on Jul 20, 2016 at 08:15 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 20, 2016 10:50 PM
Msg. 8929 of 9951
more shader changes 
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samnwck
Joined: Sep 4, 2014
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Posted: Jul 20, 2016 11:20 PM
Msg. 8930 of 9951
More texture changes! 
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 21, 2016 12:45 AM
Msg. 8931 of 9951
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jul 21, 2016 02:04 AM
Msg. 8932 of 9951
when's it cancelled?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 21, 2016 02:09 AM
Msg. 8933 of 9951
Quote: --- Original message by: BKTiel when's it cancelled? Stop. I don't get why Altis and a bunch of other edgy retards have to beat on a dead horse. It stresses me the hell out because I'm not doing this for you. Edited by HyperSean on Jul 21, 2016 at 02:14 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 21, 2016 04:08 AM
Msg. 8934 of 9951
Looks good
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jul 21, 2016 09:06 AM
Msg. 8935 of 9951
Some bsp goodness. Bonus points to geuss which map this is a remake of
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 21, 2016 06:16 PM
Msg. 8936 of 9951
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jul 21, 2016 06:23 PM
Msg. 8937 of 9951
Quote: --- Original message by: HyperSean Stop. I don't get why Altis and a bunch of other edgy retards have to beat on a dead horse.
Quote: --- Original message by: HyperSean i will destroy halonimator

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Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
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Posted: Jul 21, 2016 08:01 PM
Msg. 8938 of 9951
Hmm... let me think... Anchor 9 maybe?
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 21, 2016 11:11 PM
Msg. 8939 of 9951
crouch unarmed move-front  walk unarmed move-front Edited by Halonimator on Jul 21, 2016 at 11:48 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 22, 2016 12:34 AM
Msg. 8940 of 9951
crouch looks good I think. walk slides too much. Try making the legs tap the floor twice as much as it right now.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Jul 22, 2016 01:11 AM
Msg. 8941 of 9951
I think someone mentioned something similar about one of your other flood animations, but the tentacle/feeler things really should be more dynamic. They just look like oddly shaped horns that are stabbed into the thing right now. Edited by EtchyaSketch on Jul 22, 2016 at 01:11 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 22, 2016 01:20 AM
Msg. 8942 of 9951
I missed something... why
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Jul 22, 2016 02:02 AM
Msg. 8943 of 9951
Quote: --- Original message by: MatthewDrattI missed something... why I think they're supposed to be Halo 2 ports?
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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 22, 2016 10:23 AM
Msg. 8944 of 9951
Quote: --- Original message by: EtchyaSketchI think someone mentioned something similar about one of your other flood animations, but the tentacle/feeler things really should be more dynamic. They just look like oddly shaped horns that are stabbed into the thing right now. Edited by EtchyaSketch on Jul 22, 2016 at 01:11 AM T'was meh. Quote: --- Original message by: Super Danker the direction which all the cilia (feelers) follow needs more randomization I think.
Will you add a collar? Will you update your art station with this? Because it looks close to perfect IMO.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jul 22, 2016 05:51 PM
Msg. 8945 of 9951
Is it just me, or is Halonimator exponentially getting better?
Also, if somebody cares, I've started to learn making some shaders i guess, all really basic though, like a 1 bit colour scheme shader (so only black or white xD), or a underwater shader that makes the model look more dark-blueish the deeper it is under water Edited by lolslayer on Jul 22, 2016 at 05:52 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jul 23, 2016 05:29 AM
Msg. 8946 of 9951
He is absolutely getting better. Keep up the good work halonimator. Quote: --- Original message by: CorpenHmm... let me think... Anchor 9 maybe? Your spot on. Cept with a twist. I like taking known maps and twisting their themes so this is going to be forerunner themed now.
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XxPopeAK49xX
Joined: Jan 31, 2016
It's better being a jerk.
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Posted: Jul 23, 2016 02:34 PM
Msg. 8947 of 9951
Quote: --- Original message by: killzone64
Your spot on. Cept with a twist. I like taking known maps and twisting their themes so this is going to be forerunner themed now. Can you call it....tech n9ne
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jul 23, 2016 02:37 PM
Msg. 8948 of 9951
no
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Jul 23, 2016 07:13 PM
Msg. 8949 of 9951
is it sliding goddamnit not again
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 23, 2016 08:06 PM
Msg. 8950 of 9951
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S12Spark
Joined: Apr 25, 2015
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Posted: Jul 23, 2016 09:05 PM
Msg. 8951 of 9951
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 23, 2016 09:08 PM
Msg. 8952 of 9951
Quote: --- Original message by: S12SparkWhat was wrong with it? Walking animation was all wrong 1440p screenshot
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samnwck
Joined: Sep 4, 2014
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Posted: Jul 24, 2016 12:48 AM
Msg. 8953 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 24, 2016 10:45 AM
Msg. 8954 of 9951
The glow for me is a little too prominent around the head, I'd just randomly drop the intensity on a few areas of the illum map but it does really help add to the character a fair bit, honestly it feels semi-avatarish in a way.
I can really imagine two or three of these swimming around at night in concentric circles, it would make for a really beautiful vfx shot.
Though I'm not sure if the bioluminscent pores would assist the creature against predators.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 24, 2016 02:57 PM
Msg. 8955 of 9951
Human hallway (based on hce,h2 and h3) 
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samnwck
Joined: Sep 4, 2014
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Posted: Jul 24, 2016 03:12 PM
Msg. 8956 of 9951
Quote: --- Original message by: Super Flanker The glow for me is a little too prominent around the head, I'd just randomly drop the intensity on a few areas of the illum map but it does really help add to the character a fair bit, honestly it feels semi-avatarish in a way.
I can really imagine two or three of these swimming around at night in concentric circles, it would make for a really beautiful vfx shot.
Though I'm not sure if the bioluminscent pores would assist the creature against predators. I thought the bioluminescence can actually help it blend in among bioluminescent algaes that are present in some wet lands of its native habitat... Anyways, that was a great idea, so I decided to do it! And I must say it came out great, thanks for the suggestion! Edited by samnwck on Jul 24, 2016 at 03:12 PM
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 24, 2016 05:24 PM
Msg. 8957 of 9951
Ingame test 
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 24, 2016 05:28 PM
Msg. 8958 of 9951
Looking better every time! I suggest creating corner pieces in the same modular way (perhaps different variants to keep things interesting) Make sure you unwrap each piece before you permanently piece them together. Or rather, unwrap one piece and just clone it as needed. Use the Vertex Snap tool to make it easy.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 24, 2016 07:22 PM
Msg. 8959 of 9951
this is the point where I'm just doing this for fun Sauced extinction scarab 
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 24, 2016 08:21 PM
Msg. 8960 of 9951
Actually really good looking. One suggestion though, if you look at A10's hallways, you'll notice that there's these little lamps facing towards the top that give the hallway indirect lighting. You may want to look into making something like that so you can control the lighting per element, rather than trying to juggle lighting on a larger scale.
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