
Alex
Joined: Apr 22, 2016
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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.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 9, 2016 01:14 PM
Msg. 9172 of 9951
Swift loop, connect edges, chamfer the existing edges you want to bring together.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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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.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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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?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 9, 2016 04:24 PM
Msg. 9175 of 9951
Quote: --- Original message by: Super FlankerQuote: --- 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.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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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.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 10, 2016 06:12 AM
Msg. 9177 of 9951
Quote: --- Original message by: JesseQuote: --- Original message by: Super FlankerQuote: --- 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.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 10, 2016 05:40 PM
Msg. 9178 of 9951
tbh I didn't find it harder than polygon or worse, mesh modeling
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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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.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Sep 18, 2016 08:41 PM
Msg. 9180 of 9951
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OHunterO
Joined: May 24, 2012
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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.
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Alex
Joined: Apr 22, 2016
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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. 
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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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
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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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.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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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?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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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.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 22, 2016 04:28 PM
Msg. 9187 of 9951
That is a lot of geo...... 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
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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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!!!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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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.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Sep 22, 2016 09:24 PM
Msg. 9190 of 9951
Quote: --- Original message by: Super FlankerYour 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
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 22, 2016 11:04 PM
Msg. 9191 of 9951
Why do you need that many polygons for such a simple shape. The lot of them aren't even doing anything.
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Alex
Joined: Apr 22, 2016
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Posted: Sep 23, 2016 03:53 AM
Msg. 9192 of 9951
Quote: --- Original message by: Spartan314Why 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
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 23, 2016 09:48 AM
Msg. 9193 of 9951
Quote: --- Original message by: EmmanuelCDQuote: --- Original message by: Super FlankerYour 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.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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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
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 24, 2016 02:30 PM
Msg. 9195 of 9951
Quote: --- Original message by: Kinnethttp://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.
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Alex
Joined: Apr 22, 2016
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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. 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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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.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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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
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Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
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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
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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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
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Alex
Joined: Apr 22, 2016
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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?
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Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
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Posted: Sep 24, 2016 04:39 PM
Msg. 9202 of 9951
Quote: --- Original message by: Super AlexQuote: --- 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
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 24, 2016 04:52 PM
Msg. 9203 of 9951
Quote: --- Original message by: SpecailQuote: --- Original message by: Super AlexQuote: --- 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: 
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Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
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Posted: Sep 24, 2016 05:06 PM
Msg. 9204 of 9951
Got too admit they are pretty pictures.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 24, 2016 07:43 PM
Msg. 9205 of 9951
Quote: --- Original message by: Corpen too
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