
greg079
Joined: Apr 1, 2013
channeling my inner april fool
|
Posted: Aug 24, 2013 12:24 PM
Msg. 281 of 983
sounds great, if space is your problem, i know of and use a program called ordinator to compress textures for skyrim and oblivion down to a dxt1 with almost no detail loss. its designed for bethesda games but SHOULD work fine for halo. still try to get rid of the off-colors and maybe see about using 1k with a little noise reduction. this had been bothering me for a while and i didn't wanna sound rude by insulting your texturing, i hope this helps.
|
|
|

Xtralaos
Joined: Jun 1, 2013
"I AM THE GREATEST!"
|
Posted: Aug 24, 2013 04:12 PM
Msg. 282 of 983
I'm really curious how your Cortana and other Bipeds look like. Can you show us something?
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 25, 2013 10:11 AM
Msg. 283 of 983
Quote: --- Original message by: Xtralaos I'm really curious how your Cortana and other Bipeds look like. Can you show us something? About Cortana, I posted some pictures in this topic a while ago, so you can search in the previous pages. That, however, is an early version, that still needs some work. Same goes for Keyes. The Crewmen and the unarmored marines are still a WIP, but I can already say that I made a set of HD faces for them ;) Edited by SOI_7 on Aug 25, 2013 at 10:20 AM
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Aug 27, 2013 01:46 PM
Msg. 284 of 983
Quote: --- Original message by: Destroyer50
you sound like retard on skype and so noone likes you. end of story now nice work SOI Edited by Destroyer50 on Aug 26, 2013 at 10:55 PM And you sir are just a SHINING example of a star forum member. (Killer5000, Destroyer50, why didn't I realize that sooner.)
|
|
|

greg079
Joined: Apr 1, 2013
channeling my inner april fool
|
Posted: Aug 27, 2013 02:44 PM
Msg. 285 of 983
are u kids trying to get this thread locked. please grow up or go away. i'm waiting on a post from SOI about de-noising his textures and a few this i asked about in my last reply, don't ruin this thread.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 27, 2013 03:06 PM
Msg. 286 of 983
UPDATE I worked on the Flamethrower:     HOW IT IS MADE: Since there aren't many Flamethrower variants in the Halo saga, I made a compromise between the only existing variants different from the H1 one: the H3 variant and the Halo Wars variant ( http://www.halowars.com/images/unsc_stuff/flame_concept.jpg). Unluckily, someone will certainly say "It looks too much like the H3 one"). Well... that's partially true. The point is that the HW Flamethrower doesn't have the shark decal, and its fuel tank is separated from the body of the weapon (in fact the HW marines bring it on their back), things that I couldn't make for obvious reasons, and I couldn't find any characteristic part to add, since it is essentially made of tubes. Anyway, it came out decently -at least to me- HOW IT WORKS: This Flamethrower doesn't have to be reloaded: it just has a battery and overheats, like in H3. The firing and overheating sound are the H3 ones, while the flame particles are the one that you can find on Halomaps.org (Andrew_b's Revamped Flamethrower):   But the update doesn't finish here! I worked on other stuff in these days. First of all, I made new shaders for the plasma grenade, and a custom explosion sound:  Then, since I realized that my new Sniper Rifle fires bullets with the same contrail of the Spartan Laser, I made a custom contrail in order to differentiate them:  I have also tweaked the Covenant Antenna available on Halomaps.org: I have fixed its deptleting effect, changed the plasma shaders and made a custom electricity effect (that you can't notice in the picture for obvious reasons), and added some lens flares:  And finally, I made an important addition on the CMT Brutes: thanks to a color_change function, now their shields switch from white to red, depending from the vitality:  I hope you like my new works! ^_^ Quote: --- Original message by: greg079 are u kids trying to get this thread locked. please grow up or go away. i'm waiting on a post from SOI about de-noising his textures and a few this i asked about in my last reply, don't ruin this thread. Sorry, I totally forgot it. Well... this is really embarassing, but it was my fault. I didn't use the HD textures from Halo 3, but I converted Zteam's H3 textures to TIFF, without noticing that most of them were compressed xD Now I'm starting directly from the HD H3 rips. P.S. I'd prefer you didn't argue here, because I don't want my topic to be locked. If you have some problems, discuss them elsewhere, but, please, no flame wars, and try to stay on topic... Edited by SOI_7 on Aug 27, 2013 at 05:20 PM
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Aug 27, 2013 04:56 PM
Msg. 287 of 983
The plasma grenades could use a darker, less saturated blue.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 27, 2013 05:55 PM
Msg. 288 of 983
Quote: --- Original message by: Dumb AI The plasma grenades could use a darker, less saturated blue. What about now: 
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Aug 28, 2013 01:33 AM
Msg. 289 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: Dumb AI The plasma grenades could use a darker, less saturated blue. What about now: http://oi41.tinypic.com/20joc5d.jpg Eh, not exactly less saturated but it IS darker. This color looks good (to me). If you make it that color and make it a bit darker, I think the grenade will look better. 
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Aug 28, 2013 12:21 PM
Msg. 290 of 983
The flamethrower looks excellent. The only thing I can think of that might need changing is that the fuel tank could stand to be a bit larger. Flamethrowers guzzle the stuff.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 28, 2013 04:56 PM
Msg. 291 of 983
Quote: --- Original message by: Echo77 The flamethrower looks excellent. The only thing I can think of that might need changing is that the fuel tank could stand to be a bit larger. Flamethrowers guzzle the stuff. I'm really happy for this. Anyway, I enlarged the fuel tank, and fixed also some UV and geometry errors (like the hidden inner part of the barrel):   Desaturated and darkened, I can still fix it if you want:  By the way, I have a question for Echo77: I have almost finished your weapon list, I have just to make the Plasma Rifle and the Beam Rifle, but in that list you wrote that the Plasma Rifle should resemble the pre-Xbox Covenant Sniper Rifle. Is this the one you mean?: http://images2.wikia.nocookie.net/__cb20070226212831/halo/images/0/05/Halo_edge_3.jpg Because honestly that design looks kinda weird for a Plasma Rifle to me, and it could be better for the Beam Rifle IMO
|
|
|

master noob
Joined: Aug 10, 2012
343Industries Advocate
|
Posted: Aug 28, 2013 06:17 PM
Msg. 292 of 983
this problem persists in every one of your tags, but you need to start tweaking the textures for use in the Halo engine. for example, your use of cubemaps contrasts greatly with halo's vanilla assets and, without the assistance of normals or lighting, the overall appearance makes everything you have look different than the material the objects they are made of. for example, your flame thrower as it stands is pure diffuse with a cubemap slapped on, which looks really poor in an engine designed around baked-in lighting. make the top of the textures brighter and the bottom darker, and give the cubemap overlay higher contrast. bake ambient occlusion maps and multiply those onto the diffuse to simulate bumps and ridges in the mesh. otherwise, the wanton use of cubemaps slapped on pure diffuse only serves to highlight the heavy texture compression and low-fidelity geometry.
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Aug 28, 2013 07:16 PM
Msg. 293 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: Echo77 The flamethrower looks excellent. The only thing I can think of that might need changing is that the fuel tank could stand to be a bit larger. Flamethrowers guzzle the stuff. I'm really happy for this. Anyway, I enlarged the fuel tank, and fixed also some UV and geometry errors (like the hidden inner part of the barrel): By the way, I have a question for Echo77: I have almost finished your weapon list, I have just to make the Plasma Rifle and the Beam Rifle, but in that list you wrote that the Plasma Rifle should resemble the pre-Xbox Covenant Sniper Rifle. Is this the one you mean?: http://images2.wikia.nocookie.net/__cb20070226212831/halo/images/0/05/Halo_edge_3.jpg Because honestly that design looks kinda weird for a Plasma Rifle to me, and it could be better for the Beam Rifle IMO "Do you smell that? Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning. The smell, ya know that gasoline smell.... smells like.... victory." *stamps seal of approval on flamethrower* --- Here's a video that shows the Pre-Xbox Covenant sniper rifle. It appears at around 1:23.
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Aug 28, 2013 11:35 PM
Msg. 294 of 983
Quote: --- Original message by: rangerDanger Yo SOI, can you make a machine gun? One that gows like pew pew pew pew pewpewpewpewpewPEWPEWPEWPEWPEWPPEEEEEEEEEEEW Ya like that. And it should be hand held too. Might be cool, if you did something similar to CMT's early minigun; externally resembles the flamethrower, but has minigun guts.
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Aug 29, 2013 12:24 AM
Msg. 295 of 983
Quote: --- Original message by: Destroyer50 we need a gun that sounds like this wen you fire no no no noooooo no no no no. that would be funny Doesn't sound that funny... EDIT: SOI, I think the grenades look better now. You can stop tweaking it if you want. Edited by Dumb AI on Aug 29, 2013 at 12:25 AM
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 29, 2013 07:44 AM
Msg. 296 of 983
*Whew...* That's really a good news, I was afraid about the design I thought. Luckily, I already knew that deleted weapon, and I approve that design, so no problem. I have also some plans for a Brute variant. Quote: --- Original message by: rangerDanger Yo SOI, can you make a machine gun? One that gows like pew pew pew pew pewpewpewpewpewPEWPEWPEWPEWPEWPPEEEEEEEEEEEW Ya like that. And it should be hand held too. Since there are already both the SMG and the Assault Rifle, another UNSC weapon with a high rate of fire would make you too overpowered. Anyhow, I have planned to put the H3 Machine Gun Turret (of course not detachable) as a counterpart of the Shade Turret, and I can guarantee that it will come in all of its glory ;) Quote: --- Original message by: master noob this problem persists in every one of your tags, but you need to start tweaking the textures for use in the Halo engine. for example, your use of cubemaps contrasts greatly with halo's vanilla assets and, without the assistance of normals or lighting, the overall appearance makes everything you have look different than the material the objects they are made of. for example, your flame thrower as it stands is pure diffuse with a cubemap slapped on, which looks really poor in an engine designed around baked-in lighting. make the top of the textures brighter and the bottom darker, and give the cubemap overlay higher contrast. bake ambient occlusion maps and multiply those onto the diffuse to simulate bumps and ridges in the mesh. otherwise, the wanton use of cubemaps slapped on pure diffuse only serves to highlight the heavy texture compression and low-fidelity geometry. Thanks for your suggestions, I'll try my best to make my textures look better, using the baking ambient occlusion method. By the way, I was using the same method that Zteam used for their H3 weapons set, with my textures. Quote: --- Original message by: Dumb AI SOI, I think the grenades look better now. You can stop tweaking it if you want. Edited by Dumb AI on Aug 29, 2013 at 12:25 AM Glad that you like it ;)
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Aug 30, 2013 03:49 AM
Msg. 297 of 983
In reference to the handheld machinegun, you could always make something similar to the SAW. If not, your choice. Also, if you're using h3 weapon bases, I can show you how to convert normal maps into halo friendly detail maps
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 30, 2013 04:09 AM
Msg. 298 of 983
Quote: --- Original message by: R93_Sniper In reference to the handheld machinegun, you could always make something similar to the SAW. If not, your choice. Also, if you're using h3 weapon bases, I can show you how to convert normal maps into halo friendly detail maps Sure, fire away! :)
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Aug 30, 2013 11:18 AM
Msg. 299 of 983
Quote: --- Original message by: R93_Sniper In reference to the handheld machinegun, you could always make something similar to the SAW. Yus. o.o Although personally, I'd much rather it be a SAW rather than the SAW seen in Halo 4 (the H4 SAW too strongly resembles a Nerg gun in my opinion). Something more akin to the M247 General Purpose Machine Gun from Halo 2 would be nice, or even something based on the MA5-series. Here are a few concepts that might be helpful, if you decide to make an MG: http://halo4nation.com/wp-content/uploads/2013/02/saw.jpgEdited by Echo77 on Aug 30, 2013 at 11:20 AM
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Aug 30, 2013 01:07 PM
Msg. 300 of 983
A modded version of the H2 MG turret should do.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 30, 2013 01:26 PM
Msg. 301 of 983
Quote: --- Original message by: Echo77Although personally, I'd much rather it be a SAW rather than the SAW seen in Halo 4 (the H4 SAW too strongly resembles a Nerg gun in my opinion). Something more akin to the M247 General Purpose Machine Gun from Halo 2 would be nice, or even something based on the MA5-series. Here are a few concepts that might be helpful, if you decide to make an MG: http://halo4nation.com/wp-content/uploads/2013/02/saw.jpgEdited by Echo77 on Aug 30, 2013 at 11:20 AM The SAW design is really a good idea, I always loved how the SAW looked, despite its obviously overpowered strength. As I wrote above, I'm afraid of adding 3 UNSC weapons with a high ROF, but since you talked about the H2 Machine Gun turret, you gave me an idea: what if the turret could be placeable, like CMT did with their Machine Gun turret (or the one in H2 Headlong)? The design can still resemble the SAW, and would be a good idea to differentiate it from the Warthog Machine Gun (since, in H3, the heavy Machine Gun Turret is basically a Warthog turret with a tripod)
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Aug 30, 2013 01:35 PM
Msg. 302 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: Echo77Although personally, I'd much rather it be a SAW rather than the SAW seen in Halo 4 (the H4 SAW too strongly resembles a Nerg gun in my opinion). Something more akin to the M247 General Purpose Machine Gun from Halo 2 would be nice, or even something based on the MA5-series. Here are a few concepts that might be helpful, if you decide to make an MG: http://halo4nation.com/wp-content/uploads/2013/02/saw.jpgEdited by Echo77 on Aug 30, 2013 at 11:20 AM The SAW design is really a good idea, I always loved how the SAW looked, despite its obviously overpowered strength. As I wrote above, I'm afraid of adding 3 UNSC weapons with a high ROF, but since you talked about the H2 Machine Gun turret, you gave me an idea: what if the turret could be placeable, like CMT did with their Machine Gun turret (or the one in H2 Headlong)? The design can still resemble the SAW, and would be a good idea to differentiate it from the Warthog Machine Gun (since, in H3, the heavy Machine Gun Turret is basically a Warthog turret with a tripod) That could work. o:
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Aug 31, 2013 09:35 AM
Msg. 303 of 983
UPDATE: I have just finished both the Plasma Rifle and the Brute Plasma Rifle:  HOW IT IS MADE: The orginal idea was to make them similiar to the Pre-Xbox Covenant Sniper Rifle. Although, that model was very poor in terms of details, so I prefered making a compromise between the regular Plasma Rifle and it. This new Plasma Rifle has the longer, shark-like muzzle of the Covenant Sniper Rifle, but keeps the fins, the "teeth" (I don't know how to call those metallic parts in which there is the plasma stream) and the gauge. For performance reasons, it keeps the original size, though it is longer. The handle is the Reach one, while the gauge is a mix between the classic one and the Plasma Repeater one.    Here comes the interesting part: the differences between the regular and the Brute variant. As I wrote some posts ago, I wanted to make them recognizable, because I always hated the fact that the color is the only difference between the two versions. The Brute Plasma Rifle now, more than the red color, has a system of rails similiar to the Plasma Repeater (in which the electricity flows) that justifies the higher rate of fire, the firing sound is louder and the crosshair (though that HUD is just a placeholder) is different. And, finally, also the particles are different.  The list is almost finished: it remains just the Beam Rifle, and then I'll make the HW Grunt before the remaining weapons! :D
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Aug 31, 2013 10:27 AM
Msg. 304 of 983
Definitely something you might want to change a bit over time.
|
|
|

greg079
Joined: Apr 1, 2013
channeling my inner april fool
|
Posted: Aug 31, 2013 02:18 PM
Msg. 305 of 983
i heard that if u do a comparison in the h2 models that the BPR is longer than the PR, i doubt it, but if u want to do more stuffs the back is supposedly a little bit longer on the brute variant.
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Aug 31, 2013 09:25 PM
Msg. 306 of 983
T3hLag aptly named those "Teeth" as jaws, so I think both of you have a decent idea with that. In reference to the actual design, I feel like the fact that only the top of the rifle is sharp makes the weapon look somewhat unbalanced in design. a good way to counteract this would be to either make the bottom part of the front sharp as well, or you could add small "teeth" in the middle where the plasma inducers are, so it looks more like a shark-ish design, and it would make sense that the plasma is charged up in that cross-stream as well (especially in reference to the brute plasma rifle, since the firing area is further back).
On that note, for the brute plasma rifle, since it looks too similar to the plasma rifle, it may be better to change it slightly to fit the brute aesthetic in both design and colors (make the rifle far more blocky than smooth, perhaps make the color a more dull grey and a gold stream/plasma discharge [am I the only one that notices that almost all of the brute's projectiles have a really strong gold color?], and maybe add a sharp blade at the front of the bottom barrel and/or under the front side of the grip). I think something like this would make the difference between the two plasma rifle variants more than just aesthetics and a higher ROF (Because that blade would have added melee damage, and the brute version would be slightly more inaccurate).
Also, i'll PM you that thing with the normal maps as I promised
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Aug 31, 2013 09:43 PM
Msg. 307 of 983
It definitely looks more alien than the regular PR. Also I'm glad I wasn't the only one to see a shark before I even read the description. This looks like a fun weapon to use. Also, do you plan on making completely custom animations for these weapons?
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Sep 1, 2013 07:13 AM
Msg. 308 of 983
Quote: --- Original message by: R93_Sniper T3hLag aptly named those "Teeth" as jaws, so I think both of you have a decent idea with that. In reference to the actual design, I feel like the fact that only the top of the rifle is sharp makes the weapon look somewhat unbalanced in design. a good way to counteract this would be to either make the bottom part of the front sharp as well, or you could add small "teeth" in the middle where the plasma inducers are, so it looks more like a shark-ish design, and it would make sense that the plasma is charged up in that cross-stream as well (especially in reference to the brute plasma rifle, since the firing area is further back).
On that note, for the brute plasma rifle, since it looks too similar to the plasma rifle, it may be better to change it slightly to fit the brute aesthetic in both design and colors (make the rifle far more blocky than smooth, perhaps make the color a more dull grey and a gold stream/plasma discharge [am I the only one that notices that almost all of the brute's projectiles have a really strong gold color?], and maybe add a sharp blade at the front of the bottom barrel and/or under the front side of the grip). I think something like this would make the difference between the two plasma rifle variants more than just aesthetics and a higher ROF (Because that blade would have added melee damage, and the brute version would be slightly more inaccurate).
Also, i'll PM you that thing with the normal maps as I promised I like your idea. Now that I notice it, the Brute Plasma Rifle is the only Brute weapon without a bayonett/blade (even the Mauler has it, though in a weird position). I'll put the teeth in the regular Plasma Rifle and make the Brute variant more... "bruteish". P.S. Thanks for the Detail map tips Quote: --- Original message by: xnx It definitely looks more alien than the regular PR. Also I'm glad I wasn't the only one to see a shark before I even read the description. This looks like a fun weapon to use. Also, do you plan on making completely custom animations for these weapons? Most of the time, I had to make custom animations for some of my weapons, due to their new functionality (for example, the Spiker). For the regular weapons, though, I preferred to keep existing animations (not the H1 one, of course), not because I'm lazy, but because I'm horrible at animating, and I'd prefer not ruin my weapons ç___ç
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Sep 1, 2013 10:35 AM
Msg. 309 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: R93_Sniper T3hLag aptly named those "Teeth" as jaws, so I think both of you have a decent idea with that. In reference to the actual design, I feel like the fact that only the top of the rifle is sharp makes the weapon look somewhat unbalanced in design. a good way to counteract this would be to either make the bottom part of the front sharp as well, or you could add small "teeth" in the middle where the plasma inducers are, so it looks more like a shark-ish design, and it would make sense that the plasma is charged up in that cross-stream as well (especially in reference to the brute plasma rifle, since the firing area is further back).
On that note, for the brute plasma rifle, since it looks too similar to the plasma rifle, it may be better to change it slightly to fit the brute aesthetic in both design and colors (make the rifle far more blocky than smooth, perhaps make the color a more dull grey and a gold stream/plasma discharge [am I the only one that notices that almost all of the brute's projectiles have a really strong gold color?], and maybe add a sharp blade at the front of the bottom barrel and/or under the front side of the grip). I think something like this would make the difference between the two plasma rifle variants more than just aesthetics and a higher ROF (Because that blade would have added melee damage, and the brute version would be slightly more inaccurate).
Also, i'll PM you that thing with the normal maps as I promised I like your idea. Now that I notice it, the Brute Plasma Rifle is the only Brute weapon without a bayonett/blade (even the Mauler has it, though in a weird position). I'll put the teeth in the regular Plasma Rifle and make the Brute variant more... "bruteish". P.S. Thanks for the Detail map tips Quote: --- Original message by: xnx It definitely looks more alien than the regular PR. Also I'm glad I wasn't the only one to see a shark before I even read the description. This looks like a fun weapon to use. Also, do you plan on making completely custom animations for these weapons? Most of the time, I had to make custom animations for some of my weapons, due to their new functionality (for example, the Spiker). For the regular weapons, though, I preferred to keep existing animations (not the H1 one, of course), not because I'm lazy, but because I'm horrible at animating, and I'd prefer not ruin my weapons ç___ç Add a plasma blade on the Brute variant.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Sep 1, 2013 04:35 PM
Msg. 310 of 983
I have edited them, and I got this:    I have added the "teeth" to the regular Plasma Rifle. For the Brute variant, as you can see, I have added a bayonet to the bottom part of the muzzle, sharpened the top part to get a more squared and primitive look, made the fins sharper and more aggressive, and toned the old glossy red to a darker, less saturated color. What do you think?
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Sep 1, 2013 06:24 PM
Msg. 311 of 983
that bayonet looks like it was just slapped on, doesn't really look like it belongs. Is there any way you could make it look as if it's actually meant to be a part of the weapon? It's a cool concept, but it's a bit lacking.
|
|
|

xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
|
Posted: Sep 1, 2013 08:20 PM
Msg. 312 of 983
These look so sick. Also I agree, the bayonet could look more attached to the gun. However with the animations you're using I don't know how much room you have before it would run into the left hand of the player.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Sep 2, 2013 11:16 AM
Msg. 313 of 983
I have added an attachment for the blade:  Better?
|
|
|

master noob
Joined: Aug 10, 2012
343Industries Advocate
|
Posted: Sep 2, 2013 12:12 PM
Msg. 314 of 983
don't make the blade curve into the gun, make it curve parallel as the blades of other brute weapons are either bolted on to the exterior or built as part of the gun. you can also make the snub have more of a point rather than looking blunt, and yet again the texture problems persist. the filter on the BPR looks flimsy since the slits are thin and stick out far from the gun. the placement of the prongs don't really make sense, and I would imagine the lights would be glowing red instead of teal. remove the spikes on the bottom weapon, as holding it would be awkward(when attaching to leg or just holding it to your side, there's a high chance of impaling). the way the bottom half is shaped is a tad off, as it curves downward from the back then immediately straightens out. the heat meter could be tilted more towards the camera. the detail of the heat meter could be toned down, as the texture filtering blends all the shapes together and ruins the appearance.
|
|
|

Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
|
Posted: Sep 2, 2013 01:52 PM
Msg. 315 of 983
I would suggest that the blade goes past the nose of the gun so I can actually stab things. I guess I can slice things as it is...
|
|
|
|
 |
|