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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 263 of 285)
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Alex
Joined: Apr 22, 2016


Posted: Sep 9, 2016 12:41 PM    Msg. 9171 of 9951       
I am making another map and I have a problem. I want quads as you said but my floor looks like this.




And I want to make it look like this.






How do I do it? Do I move the edges closer together? Please help.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 9, 2016 01:14 PM    Msg. 9172 of 9951       
Swift loop, connect edges, chamfer the existing edges you want to bring together.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 9, 2016 03:19 PM    Msg. 9173 of 9951       
honestly I would have just selected the ground faces and used the Size tool to make them flat.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 9, 2016 03:32 PM    Msg. 9174 of 9951       
Quote: --- Original message by: Jesse
honestly I would have just selected the ground faces and used the Size tool to make them flat.


You mean the scale gizmo?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 9, 2016 04:24 PM    Msg. 9175 of 9951       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Jesse
honestly I would have just selected the ground faces and used the Size tool to make them flat.


You mean the scale gizmo?


Yeah that thing.

Btw, I still haven't had time to check out the *files* i'll do that later today.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 9, 2016 06:41 PM    Msg. 9176 of 9951       
You could try a tutorial about patch modeling if you want surfaces like this easily.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 10, 2016 06:12 AM    Msg. 9177 of 9951       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Jesse
honestly I would have just selected the ground faces and used the Size tool to make them flat.


You mean the scale gizmo?


Yeah that thing.

Btw, I still haven't had time to check out the *files* i'll do that later today.


Oh yeah no prob, it's just a suggestion you don't have to if you don't want to.

But I will be hurt.

Quote: --- Original message by: bourrin33
You could try a tutorial about patch modeling if you want surfaces like this easily.


/\

But I think it's too advanced for him ATM.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 10, 2016 05:40 PM    Msg. 9178 of 9951       
tbh I didn't find it harder than polygon or worse, mesh modeling


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 10, 2016 05:52 PM    Msg. 9179 of 9951       
Quote: --- Original message by: bourrin33
tbh I didn't find it harder than polygon or worse, mesh modeling


Yeah but you're awesome.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 18, 2016 08:41 PM    Msg. 9180 of 9951       


OHunterO
Joined: May 24, 2012

.


Posted: Sep 19, 2016 07:24 AM    Msg. 9181 of 9951       


Looks nice, however it could be improved if you use the texture project tool, forgot what it's called, but you can basically push the depth data and colour date onto the sculpt from a photograph, this lets you get more realistic looking sculpts if you use decent images.

I used a lot of details from elephants and rhinos on my Thorned Beast.


Alex
Joined: Apr 22, 2016


Posted: Sep 22, 2016 01:54 PM    Msg. 9182 of 9951       
Hi. I have made a indoor scene and it is supposed to be like a forerunner type thing with fire and spider webs. Like in Indiana JONES AND the crystal skull i believe.












EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 22, 2016 02:00 PM    Msg. 9183 of 9951       
Work on shaders
I´m trying to make them look like the alien metal on Crysis


Crysis Comparison





The hex bump is only seen in some metals, but is there, I now that you got the idea

New bipeds

Biped will have Elite animations


HAZMAT unit will Have normal marine animations


I have the creature in game but the rig is horrible...




Any good rig tutorials?
Edited by EmmanuelCD on Sep 22, 2016 at 02:02 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 22, 2016 02:35 PM    Msg. 9184 of 9951       
I think you'll need new animations for that bipedal creature (not the human).

The elite doesn't really match that creature.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 22, 2016 02:50 PM    Msg. 9185 of 9951       
Bad thing I dont know how to animate, my first goal is to rig correctly, then animate.

Anybody has diferent bipedal animations?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 22, 2016 04:04 PM    Msg. 9186 of 9951       
For your metal shaders, it seems that the crysis metal has a really high gloss point. you would probably be able to emulate that with a really obnoxious cubemap but as it stands I'd say to make your metal look less...burned? Charred? Something along those lines.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 22, 2016 04:28 PM    Msg. 9187 of 9951       
Quote: --- Original message by: Super Alex
Hi. I have made a indoor scene and it is supposed to be like a forerunner type thing with fire and spider webs. Like in Indiana JONES AND the crystal skull i believe.

http://i.imgur.com/vKquvOt.png

http://i.imgur.com/3pq3NHh.png


That is a lot of geo......




Quote: --- Original message by: EmmanuelCD

New bipeds

Biped will have Elite animations
http://i.imgur.com/StbaPww.png

I have the creature in game but the rig is horrible...
http://i.imgur.com/qaZ0lRn.png

http://i.imgur.com/ukJm3ci.png

Any good rig tutorials?
Edited by EmmanuelCD on Sep 22, 2016 at 02:02 PM


Your alien biped thing looks very much like the M.U.T.O from Godzilla (2014)

Coincidence?

https://m.youtube.com/watch?v=rC3hqIyjthc


Edited by Super Flanker on Sep 22, 2016 at 04:41 PM


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 22, 2016 06:50 PM    Msg. 9188 of 9951       
Yep, its the Fermuto, i rip from the IOS game,





WHY CANT I RIG CORRECTLY!!!


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 22, 2016 08:16 PM    Msg. 9189 of 9951       
You're probably making the weight distribution too sudden. If there arent enough edges to go but it can be a real pain. Considering its an ios game, it would make sense, too.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 22, 2016 09:24 PM    Msg. 9190 of 9951       
Quote: --- Original message by: Super Flanker

Quote: --- Original message by: EmmanuelCD

New bipeds

Biped will have Elite animations
http://i.imgur.com/StbaPww.png

I have the creature in game but the rig is horrible...
http://i.imgur.com/qaZ0lRn.png

http://i.imgur.com/ukJm3ci.png

Any good rig tutorials?
Edited by EmmanuelCD on Sep 22, 2016 at 02:02 PM


Your alien biped thing looks very much like the M.U.T.O from Godzilla (2014)

Coincidence?

https://m.youtube.com/watch?v=rC3hqIyjthc


Edited by Super Flanker on Sep 22, 2016 at 04:41 PM


I didnt knew that was a tutorial, thanks Flanker

I saw another one were they use the weight table to manually fix the vertices but they detach multiple pieces in order to this


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 22, 2016 11:04 PM    Msg. 9191 of 9951       
Quote: --- Original message by: Super Alex
Hi. I have made a indoor scene and it is supposed to be like a forerunner type thing with fire and spider webs. Like in Indiana JONES AND the crystal skull i believe.
http://i.imgur.com/vKquvOt.png
http://i.imgur.com/3pq3NHh.png

Why do you need that many polygons for such a simple shape.
The lot of them aren't even doing anything.


Alex
Joined: Apr 22, 2016


Posted: Sep 23, 2016 03:53 AM    Msg. 9192 of 9951       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Super Alex
Hi. I have made a indoor scene and it is supposed to be like a forerunner type thing with fire and spider webs. Like in Indiana JONES AND the crystal skull i believe.
http://i.imgur.com/vKquvOt.png
http://i.imgur.com/3pq3NHh.png

Why do you need that many polygons for such a simple shape.
The lot of them aren't even doing anything.


I have a lot of polygons because I like to have A lot so if I need to make I change I can do so without adding more ploys. I can't really explain it but it makes me feel safe or something. I even have a box map with a million tris!


And besides I can easily optimise it down anyway.
Edited by Super Alex on Sep 23, 2016 at 03:54 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 23, 2016 09:48 AM    Msg. 9193 of 9951       
Quote: --- Original message by: EmmanuelCD
Quote: --- Original message by: Super Flanker

Quote: --- Original message by: EmmanuelCD

New bipeds

Biped will have Elite animations
http://i.imgur.com/StbaPww.png

I have the creature in game but the rig is horrible...
http://i.imgur.com/qaZ0lRn.png

http://i.imgur.com/ukJm3ci.png

Any good rig tutorials?
Edited by EmmanuelCD on Sep 22, 2016 at 02:02 PM


Your alien biped thing looks very much like the M.U.T.O from Godzilla (2014)

Coincidence?

https://m.youtube.com/watch?v=rC3hqIyjthc


Edited by Super Flanker on Sep 22, 2016 at 04:41 PM


I didnt knew that was a tutorial, thanks Flanker

I saw another one were they use the weight table to manually fix the vertices but they detach multiple pieces in order to this



Thanks for capitalizing my name.


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Sep 24, 2016 01:48 PM    Msg. 9194 of 9951       


working on porting all cs:go weapons with their original animations.
Edited by Kinnet on Sep 24, 2016 at 01:49 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2016 02:30 PM    Msg. 9195 of 9951       
Quote: --- Original message by: Kinnet

http://i.imgur.com/dXRmqS2.jpg

working on porting all cs:go weapons with their original animations.
Edited by Kinnet on Sep 24, 2016 at 01:49 PM


Apparently it is considered illegal to port SKINS which require purchasing.

Keep that in mind....otherwise it'd be nice to see a fresh update to the HMF weapons section.

Oh and try to use sensible damage values....not the ones valve seems to think enhance gameplay.


Alex
Joined: Apr 22, 2016


Posted: Sep 24, 2016 03:25 PM    Msg. 9196 of 9951       
I have remade my "foot" bsp on the grounds that previously it was hard to model and give it detail because I started off with triangles first.


My new one is brand new and is optimized and I am working in quads. I started off with 620,000 polygons and it gave me a lot of freedom to give it nice hills and such.


This is the optimized down version of that.










Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2016 03:30 PM    Msg. 9197 of 9951       
You still have alot of uneeded detail. Make sure you have "favour compact faces" checked before you pro-op.

Even then it could still be considered wise to run through your bsp collapsing any edges or verts which are just there because reasonz.


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Sep 24, 2016 03:31 PM    Msg. 9198 of 9951       
Quote: --- Original message by: Super Flanker
Apparently it is considered illegal to port SKINS which require purchasing.

LOL


Corpen
Joined: Aug 11, 2015

Sierra 612 - DIAC - "Why are we here?"


Posted: Sep 24, 2016 04:12 PM    Msg. 9199 of 9951       
As Flanker said there are a lot of wasted vertices, also the terrain is very smooth and bellow which and the cliffs are also incredibly smooth


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2016 04:20 PM    Msg. 9200 of 9951       
Quote: --- Original message by: Corpen


Ey! I hope you are doing your part for
#OperationFuuckOffYoutube


Alex
Joined: Apr 22, 2016


Posted: Sep 24, 2016 04:37 PM    Msg. 9201 of 9951       
Quote: --- Original message by: Corpen
also the terrain is very smooth and bellow which and the cliffs are also incredibly smooth



That's a good thing, right?


Corpen
Joined: Aug 11, 2015

Sierra 612 - DIAC - "Why are we here?"


Posted: Sep 24, 2016 04:39 PM    Msg. 9202 of 9951       
Quote: --- Original message by: Super Alex
Quote: --- Original message by: Corpen
also the terrain is very smooth and bellow which and the cliffs are also incredibly smooth



That's a good thing, right?

Look at other games and the real world then compare it to your terrain


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2016 04:52 PM    Msg. 9203 of 9951       
Quote: --- Original message by: Specail
Quote: --- Original message by: Super Alex
Quote: --- Original message by: Specail
also the terrain is very smooth and bellow which and the cliffs are also incredibly smooth



That's a good thing, right?

Look at other games and the real world then compare it to your terrain


Corp's does have a point going.

Use soft selection to bring down the peaks if you are basing your outlook on our planet, if not leave it as it is. But bear in mind does it really need to be that detailed?

Especially considering the player would not be able to interact with the higher sections of the bsp under normal circumstances.

ATM it doesn't look like any of your walls bear any specific trademark which makes any of them individually or collectively stand out from one anoher or the bsp. So the added geo really isn't doing much if anything other than curb stomping your FPS.

Food for thought when your design ultimately brings you to the poly crunching phase.

Pretty pictures:











Corpen
Joined: Aug 11, 2015

Sierra 612 - DIAC - "Why are we here?"


Posted: Sep 24, 2016 05:06 PM    Msg. 9204 of 9951       
Got too admit they are pretty pictures.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 24, 2016 07:43 PM    Msg. 9205 of 9951       
Quote: --- Original message by: Corpen
too

 
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