
eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Sep 15, 2010 12:34 AM
Msg. 106 of 839
Woah! I am extremely impressed. Great job!
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Sep 15, 2010 12:46 AM
Msg. 107 of 839
nice job hunter! you gonna make one that will go into halo now instead of the UDK?
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Sep 15, 2010 07:29 AM
Msg. 108 of 839
Quote: --- Original message by: Slayer117Quote: --- Original message by: ODX Grenade Launcher has: Idle Moving Overlays Fire-1 Ready (almost done) Throw-Grenade (major WIP) what about Reload. ...I haven't done it yet?
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 15, 2010 08:30 AM
Msg. 109 of 839
Will make lowpoly later, just need to finish the highpoly up later. And another one for you to animate ODX :P
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 15, 2010 09:03 AM
Msg. 110 of 839
NICE, soon we will have a fullly animated (at least human) Reach weapon set! Keep up the great work!
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 15, 2010 12:07 PM
Msg. 111 of 839
Quote: --- Original message by: anonymous_2009 Forgot trigger (as usual) and flash light. will finish tomorrow. its 4:44AM! Edit: Forgot mirror some parts as well so it might look a little strange :/ dammit. Edited by anonymous_2009 on Sep 14, 2010 at 11:46 PM Is this epically awesome masterpiece going to be publicly available?
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 15, 2010 01:01 PM
Msg. 112 of 839
I suppose so :)
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 15, 2010 01:13 PM
Msg. 113 of 839
Quote: --- Original message by: anonymous_2009 I suppose so :) Why thank you.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 15, 2010 02:26 PM
Msg. 114 of 839
This pwns all. How do you people make stuff like this? Damn.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 15, 2010 02:32 PM
Msg. 115 of 839
Quote: --- Original message by: MoooseGuy This pwns all. How do you people make stuff like this? Damn. I am not sure but it is amazing... Edited by Skidrow925 on Sep 15, 2010 at 02:33 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 15, 2010 02:43 PM
Msg. 116 of 839
Edit: nevermind Edited by anonymous_2009 on Sep 15, 2010 at 02:44 PM
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Sep 15, 2010 05:41 PM
Msg. 117 of 839
Quote: --- Original message by: MoooseGuy This pwns all. How do you people make stuff like this? Damn. effort lol. anyone can do it if they put in effort and time to learn how to model.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 15, 2010 05:59 PM
Msg. 118 of 839
Quote: --- Original message by: anonymous_2009 Forgot trigger (as usual) and flash light. will finish tomorrow. its 4:44AM! Edit: Forgot mirror some parts as well so it might look a little strange :/ dammit. Edited by anonymous_2009 on Sep 14, 2010 at 11:46 PM that was fast.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Sep 15, 2010 08:24 PM
Msg. 119 of 839
Jesus! lots of triangles. Model looks awesome!
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 15, 2010 11:07 PM
Msg. 120 of 839
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 15, 2010 11:11 PM
Msg. 121 of 839
poly count asap.
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StatutoryTrOy
Joined: Jul 6, 2010
Go Army Beat Navy!
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Posted: Sep 15, 2010 11:30 PM
Msg. 122 of 839
can you give me the settings you use for your renders because all of mine turn out looking like a finger paintin by a 2 year old
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 15, 2010 11:33 PM
Msg. 123 of 839
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 16, 2010 12:22 AM
Msg. 124 of 839
default scanline renderer, clay render, 2 omnia's with default shadows on, render :) oh, and a bit of glossiness of the material.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 16, 2010 06:15 AM
Msg. 125 of 839
Quote: --- Original message by: AGLion poly count asap. its something called a sub-divided model. look it up.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Sep 16, 2010 07:17 AM
Msg. 126 of 839
Hunter I'd suggest moving the flashlight in a bit so it's just about touching the model, doesn't look so good at how far out you have it in my lovely opinion.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 16, 2010 08:54 AM
Msg. 127 of 839
I did have it far in at first, but then it seemed pointless as the 'big block' part at the front would block 20% of the light :/
Edit: Added download to first post. Edited by anonymous_2009 on Sep 16, 2010 at 10:53 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 16, 2010 11:43 AM
Msg. 128 of 839
Quote: --- Original message by: anonymous_2009
I did have it far in at first, but then it seemed pointless as the 'big block' part at the front would block 20% of the light :/
Edit: Added download to first post. Edited by anonymous_2009 on Sep 16, 2010 at 10:53 AM Danke.
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Torih315
Joined: May 9, 2010
Nice night for a walk.
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Posted: Sep 18, 2010 09:45 AM
Msg. 129 of 839
Nothing compared to what Hunter could make... Still need to finish the top and create/apply textures...oh and get it in game.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 18, 2010 11:02 AM
Msg. 130 of 839
Hey anonymous I like your guns but isn't 3 million tries a bit much?
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 18, 2010 11:14 AM
Msg. 131 of 839
OMG, how many times. It's a highpoly model used to bake details into textures... so then people can use this to make game content properly like your meant to, you ain't meant to just make a lowpoly..
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 18, 2010 04:27 PM
Msg. 132 of 839
Quote: --- Original message by: anonymous_2009 OMG, how many times. It's a highpoly model used to bake details into textures... so then people can use this to make game content properly like your meant to, you ain't meant to just make a lowpoly.. I know it's just... 3 million seems kinda high to me. I do like the model though. It has a lot of detail. I.E. the light bulb in the flashlight. As I have not played REACH (yet) I do not know if it is accurate.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 18, 2010 05:00 PM
Msg. 133 of 839
Quote: --- Original message by: Skidrow925Quote: --- Original message by: anonymous_2009 OMG, how many times. It's a highpoly model used to bake details into textures... so then people can use this to make game content properly like your meant to, you ain't meant to just make a lowpoly.. I know it's just... 3 million seems kinda high to me. I do like the model though. It has a lot of detail. I.E. the light bulb in the flashlight. As I have not played REACH (yet) I do not know if it is accurate. How can a high poly model be too high poly... The idea is to be VERY detailed... there is not such thing as too high poly... And who care's if its bloody accurate Lol. As long as it looks similar it dunan really matter :/
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 18, 2010 07:35 PM
Msg. 134 of 839
Hunter, can you send me a version without the turbosmooths? I can't do it on my PC, too laggy and slow. So I can work on the low poly. Edited by Advancebo on Sep 18, 2010 at 07:36 PM
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Torih315
Joined: May 9, 2010
Nice night for a walk.
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Posted: Sep 19, 2010 10:41 AM
Msg. 135 of 839
Antenna is messed up and its missing some detials...might make it final though cause I wanna get started on texturing. Any thoughts?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 19, 2010 12:18 PM
Msg. 136 of 839
WAY too many polys on the midsection. That area can be bumpmapped. Same goes for the pipes, use smoothing groups and less detail. Otherwise, looks good!  EDIT: Also, reduce the poly count on the radar thingy, and make that cylinder thing just 1 cylinder. Edited by MoooseGuy on Sep 19, 2010 at 12:19 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 19, 2010 12:32 PM
Msg. 137 of 839
The bumpy bits which glow have WAY too many triangles. You should actually get rid of them completely. And no they can't be normal mapped in this engine, will have to be textured in.
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Torih315
Joined: May 9, 2010
Nice night for a walk.
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Posted: Sep 19, 2010 01:41 PM
Msg. 138 of 839
 This is the low poly version...only 11436 tris... The other one isn't even half way done and has over 25000. I thought everyone was gonna have problems with the antenna/radar, but I'll cut out the middle part if you guys don't like it... Its 17 faces per bump... I'll have two version in the final release then, to please the crowd. Edit: It does have smoothing groups...it would look terrible with out them... Edited by Torih315 on Sep 19, 2010 at 01:44 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 19, 2010 02:12 PM
Msg. 139 of 839
Quote: --- Original message by: Torih315 This is the low poly version...only 11436 tris... The other one isn't even half way done and has over 25000. ] Lowpoly? It should be no more than 500 triangles for that object. That amount is ridiculous and will make people lag major, seriously. that object should be 500 triangles... all it needs to be,.
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 19, 2010 02:23 PM
Msg. 140 of 839
You don't even need all those tiny details. Most of them can be textured in, and most of them are so small that people won't care if they are gone.
It's not like people are going to be staring down the generator while aliens are kicking their asses just to see if the antennae is in the right spot.
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