
greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 2, 2013 02:10 PM
Msg. 316 of 983
maybe i can help soi, perhaps instead of adding a blade to it, u could sharpen the edge of the lower half. and try sharpenening the detail of the heat gauge, it looks crappy in the fp model.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 2, 2013 02:24 PM
Msg. 317 of 983
I still think a plasma blade would be a nice addition to the Brute variant.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 2, 2013 04:12 PM
Msg. 318 of 983
Ok, guys, I tried everything I could, but it seems that this time most of us have different ideas. Since I want to get rid of this weapon (I'm working on it since four days D:> ), and I changed it billions of times, I'll make this definitive. The blade now has two tips, and I brought back the old fins, like Master Noob suggested:  @Dumb AI: I also liked more the plasma blade idea, but I thought that making it in iron instead of plasma would fit better the primitive Brute design. But I'd like to put a plasma blade on another weapon, in future. Currently there are already the Energy Sword and the Energy Cutlass as melee energy weapons, but a third weapon isn't too bad, after all... @Greg: I tried to make the gauge sharper, like you suggested, but the result is always the same. I think the problem isn't in the texture, but in the angle of the gauge. In fact, at a different angle, the gauge looks greatly:  But the strangest thing is that, with the maximum resolution, it looks better even in the idle animation:  Honestly I don't know how to solve this, maybe I'll make the color darker, so it won't merge with the other lights. For today is enough, guys, I'm tired, and I'll work on the Beam Rifle directly tomorrow...
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 2, 2013 05:00 PM
Msg. 319 of 983
the way you designed the blade is incredibly impractical, as I've pointed out earlier. 2 tips changed nothing. I was thinking something more like this, where bringing the weapon down would actually be effective at close range as the tiny blade you have needs specific aim. the thicker holder on the blade would also prevent it from snapping off as easily, and give better results from stabbing.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 2, 2013 05:02 PM
Msg. 320 of 983
Quote: --- Original message by: master noobthe way you designed the blade is incredibly impractical, as I've pointed out earlier. 2 tips changed nothing. I was thinking something more like this, where bringing the weapon down would actually be effective at close range as the tiny blade you have needs specific aim. https://dl.dropboxusercontent.com/u/53550883/srodbad.jpg the thicker holder on the blade would also prevent it from snapping off as easily, and give better results from stabbing. It would also make it more intimidating.
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Sep 2, 2013 05:02 PM
Msg. 321 of 983
SOI Weapon reviews: TL;DR edition Easily the best Flamethrower showcased in a game. The flamethrower always looked inspired by Aliens to me and now, even moreso.. Also, that sharkface is doing a bit of foreshadowingjustice Love the design of this, right here. It looks much more tandem than the other BR models. I like how the scope looks from an exterior vantage. It looks almost like a reflex sight, rather than a scope... The FP view of the scope? Probably could use a little more work, imo. Targets with lasers. Fires with lasers. Raises the question; Why couldn't you do both at the same time, then? Otherwise, I like the model. That is by far the cutest gun I have ever seen I like it. The UNSC entered a partnership with Afterglow. Can you make it so the grenade launcher makes a "BOOP" sound everytime it fires? I feel like it needs a "BOOP" sound. Looks like a shark.. I like sharks.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Sep 2, 2013 06:14 PM
Msg. 322 of 983
Quote: --- Original message by: master noobthe way you designed the blade is incredibly impractical, as I've pointed out earlier. 2 tips changed nothing. I was thinking something more like this, where bringing the weapon down would actually be effective at close range as the tiny blade you have needs specific aim. https://dl.dropboxusercontent.com/u/53550883/srodbad.jpg the thicker holder on the blade would also prevent it from snapping off as easily, and give better results from stabbing. I based this edited photo roughly off of your design master noob. I love the plasma rifles, but that blade just didn't look right IMO.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 2, 2013 06:56 PM
Msg. 323 of 983
sorry soi but i think zobieking's idea looks much better than yours (no offence meant). i did however like how the one on yours was fastened to the gun. i believe thought, that both could use some work, perhaps adding some of the rifle frame pieces to the blade would help make it look more unified. just trying to help, and soi i must say the textures look much better this time around. Edited by greg079 on Sep 2, 2013 at 06:57 PM
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Sep 2, 2013 08:55 PM
Msg. 324 of 983
Quick teensy little idea here - would the BPR look better if the heat gauge and pretty lights were a pale red color?
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 2, 2013 09:19 PM
Msg. 325 of 983
Quote: --- Original message by: xnx Quick teensy little idea here - would the BPR look better if the heat gauge and pretty lights were a pale red color? yes
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 2, 2013 09:27 PM
Msg. 326 of 983
Quote: --- Original message by: xnx Quick teensy little idea here - would the BPR look better if the heat gauge and pretty lights were a pale red color? Or perhaps orange, as red indicates that the weapon is about to overheat.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Sep 2, 2013 09:34 PM
Msg. 327 of 983
I think it'd contrast badly; neon blue stands out pretty well against dark blue, but I don't think pale red does the same. How about yellow? Or even purple, since the BPR is already a magenta-burgundy color? As for the knife/blade/bayonet, what if you embed it into the core of the weapon itself and make the bottom part wrap around it? Something like this (editing thanks to Zobi3king): Edited by renegade343 on Sep 3, 2013 at 12:29 AM
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Sep 2, 2013 10:37 PM
Msg. 328 of 983
This is how it would look like with pale red. Also @renegade343 I'll make your concept all pretty and pm you the result. @master noob (the post under this one) here's what it looks like with orange lights. Edited by ZOBI3KING on Sep 2, 2013 at 11:49 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 2, 2013 11:19 PM
Msg. 329 of 983
make it orange to better contrast against the shell.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 3, 2013 09:50 AM
Msg. 330 of 983
I can't believe how much you're helping, guys. I really appreciate it, your feedback is very important to me. I'm also happy to see that finally we got a solution that makes everyone happy. I have to agree with greg079: that blade that Master Noob suggested and Zobieking visualized is way better than the two-pointed blade I made yesterday. And the orange lights are also a great idea. I worked on it and tried to get a result as close as possible to your renders:  The result is almost the same, the only difference are the attachment of the blade and the hole. For the gauge, I think that this colour would be the best choice, because a more saturated orange would make the red hard to distinguish when the weapon is about to overheat. Maybe a yellow background could work as well. I hope this time it came out decently. Feel free to give me other suggestions, if the BPR still needs some work.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 3, 2013 12:42 PM
Msg. 331 of 983
Quote: --- Original message by: SOI_7I can't believe how much you're helping, guys. I really appreciate it, your feedback is very important to me. I'm also happy to see that finally we got a solution that makes everyone happy. I have to agree with greg079: that blade that Master Noob suggested and Zobieking visualized is way better than the two-pointed blade I made yesterday. And the orange lights are also a great idea. I worked on it and tried to get a result as close as possible to your renders: http://oi44.tinypic.com/qsvc6r.jpgThe result is almost the same, the only difference are the attachment of the blade and the hole. For the gauge, I think that this colour would be the best choice, because a more saturated orange would make the red hard to distinguish when the weapon is about to overheat. Maybe a yellow background could work as well. I hope this time it came out decently. Feel free to give me other suggestions, if the BPR still needs some work. Definitely brute-ish. The orange color is similar to the color of the lights on the Reach Spiker and Grav Hammer.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 3, 2013 02:38 PM
Msg. 332 of 983
only further suggestions are optional and in this order 1 bumpmaps, but that would require sauce so... 2 neat particle effects (ask ifa... i can't spell his name, from CMT) 3 better cubemap, masternoob maybe? 4 blood on the blade of the rifle.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 3, 2013 02:50 PM
Msg. 333 of 983
 I'm really, really, happy! @greg079 1) I could still make a fake bumped diffuse map for the blade, and bake the normals 2) I'm already using Ifaudafi's particles ;) 3) Uh, dunno if he has something that wants to share. The BPR is currently using the default PR cubemap, but I have also a neat cubemap ripped directly from H4 (the Covenant Carbine one). I could try it and see if it is better 4) No problem for that Edited by SOI_7 on Sep 3, 2013 at 02:52 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 3, 2013 04:25 PM
Msg. 334 of 983
Quote: --- Original message by: SOI_7http://i.qkme.me/3rh5w5.jpgI'm really, really, happy! @greg079 1) I could still make a fake bumped diffuse map for the blade, and bake the normals 2) I'm already using Ifaudafi's particles ;) 3) Uh, dunno if he has something that wants to share. The BPR is currently using the default PR cubemap, but I have also a neat cubemap ripped directly from H4 (the Covenant Carbine one). I could try it and see if it is better 4) No problem for that Edited by SOI_7 on Sep 3, 2013 at 02:52 PM 
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 5, 2013 05:08 PM
Msg. 335 of 983
@Dumb_AI: lol, you busted me :P Finally, the last weapon of Echo77's list is finished. Here is the new Beam Rifle:  HOW IT IS MADE: The starting idea was to lengthen the Beam Rifle to the pre-Halo 2 size. Here you can see the difference between the H2 Beam Rifle and the new one:  Of course, my work didn't stop here: I have applied the HR Needler handle to the Beam Rifle, and added some details on the texture, like bumps and Covenant symbols. The plasma color has been darkened to a more violet tint, in order to differentiate it from the needler crystals. A miniature of the Beam Rifle scope has been added, though it is barely noticeable in fp.   But the biggest change are the particles. This is the first time I gave more importance to them, because the Beam Rifle has always bugged me for its effects. In Halo 2, I liked the expanding ring, but the plasma flash was too poor in terms of quality. In Halo 3 they made the opposite: they removed the ring, and enchanced the flash! The overheating effect was even worse, and the contrail didn't satisfy me. But now, thanks to Ifaudafi and his particles, I made a mix of them, and obtained something really cool. The great thing of his tags is that you can make billions of combinations and obtain always different results:  The firing effect (that you can see in the sequence above) is a mix of 4 different particles (plasma flash, plasma twirl, electricity and the expanding ring). I can guarantee that it is fantastic.  The overheating effect is a mix of smoke and sparkles that come from the muzzle, while an electric ring flows through the whole barrel (thanks to zteam for that tip).  And, finally, the contrail is a modifed version of Ifaudafi's Impaler contrail. The firing sound is the H4 one. lol I was joking, it's the H3 one, I just wanted to scare you! ^^
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 5, 2013 05:24 PM
Msg. 336 of 983
Magnificent. o.o
Far superior to what I'd imagined could be done with the base design. Much sleeker, has a nice, slim profile as opposed to the H2 Beam Rifle's triangular shape. Very nice.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 5, 2013 06:59 PM
Msg. 337 of 983
I imagined that you would have used previous advice in future projects, but that seems not to be the case.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 5, 2013 08:02 PM
Msg. 338 of 983
soi i heard u describe the h2 beam rifle, so i'll assume u played h2. what i'm getting at is i would love to have the h2 firing rate for this gun(brief refresher, i could fire 2 shots at almost the same time, i preferred that over head shots because it was quicker). also this seems to be some of your best work yet.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 5, 2013 08:32 PM
Msg. 339 of 983
Honestly, I posted that pic for laughs. Didn't know that you had something else to work on.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 5, 2013 09:41 PM
Msg. 340 of 983
Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 5, 2013 10:15 PM
Msg. 341 of 983
Quote: --- Original message by: Echo77Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to. just about every problem that I've pointed out in previous pages persists in his current work. the unadjusted textures, warped UVs/shapes, etc. I can't see how you missed those.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Sep 5, 2013 10:17 PM
Msg. 342 of 983
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. I think this is what he's talking about @Echo77
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 5, 2013 10:32 PM
Msg. 343 of 983
Quote: --- Original message by: master noobQuote: --- Original message by: Echo77Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to. just about every problem that I've pointed out in previous pages persists in his current work. the unadjusted textures, warped UVs/shapes, etc. I can't see how you missed those. But he has used previous advice in projects. Just not all of it. Edited by Echo77 on Sep 5, 2013 at 11:15 PM
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Xiao
Joined: Nov 14, 2012
Keiichi-kun o mitsuketa.
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Posted: Sep 5, 2013 11:04 PM
Msg. 344 of 983
Quote: --- Original message by: Echo77Quote: --- Original message by: master noobQuote: --- Original message by: Echo77Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to. just about every problem that I've pointed out in previous pages persists in his current work. the unadjusted textures, warped UVs/shapes, etc. I can't see how you missed those. But he has used previous advice in future projects. Just not all of it. Seems to me like he pretty much ignored all of master noob's advice. not sure what you're talking about echo.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 5, 2013 11:08 PM
Msg. 345 of 983
Quote: --- Original message by: Echo77 But he has used previous advice in future projects. Just not all of it. that statement made no sense, but nice try at backpedaling anyways. Edited by master noob on Sep 5, 2013 at 11:08 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 5, 2013 11:11 PM
Msg. 346 of 983
Quote: --- Original message by: XiaoQuote: --- Original message by: Echo77Quote: --- Original message by: master noobQuote: --- Original message by: Echo77Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to. just about every problem that I've pointed out in previous pages persists in his current work. the unadjusted textures, warped UVs/shapes, etc. I can't see how you missed those. But he has used previous advice in future projects. Just not all of it. Seems to me like he pretty much ignored all of master noob's advice. not sure what you're talking about echo. He's taken most of my advice, so maybe that's why I didn't notice. My apologies. Edited by Echo77 on Sep 5, 2013 at 11:16 PM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 6, 2013 07:28 AM
Msg. 347 of 983
Quote: --- Original message by: master noobQuote: --- Original message by: Echo77Quote: --- Original message by: master noob I imagined that you would have used previous advice in future projects, but that seems not to be the case. Pretty much every weapon he's made thus far has been the result of "previous advice". So... really not sure what you're referring to. just about every problem that I've pointed out in previous pages persists in his current work. the unadjusted textures, warped UVs/shapes, etc. I can't see how you missed those. I hope you're joking, because I'm sorry, but I must protest. I always tried to satisfy you and all the rest of the comunity with each weapon I made, I never ignored your suggestions (just think about how much times you made me change the Brute Plasma Rifle. The current blade and the orange lights were a your idea, if I'm not wrong). You told me to bake the ambient occlusion masks, adding bumps to the diffuse and make the top parts brighter and the bottom parts darker, and that' exactly what I did. If you don't believe me, I can post the current texture and the original one ripped from H3. Maybe that's not enough to you, but consider that, using gmax, I can't render the normals to the diffuse, so I had to make everything manually using Photoshop, and I can guarantee that it wasn't funny to do. Should I switch to 3ds Max just for the textures? When you pointed me the UV errors (like in the Flood Combat Form) I tried to fix them as much as I could, and I always make it when I edit the geometry of my models. For example, in the PR/BPR, if there were still warped UVs, the detail exagons would look horribly stretched, and you can see in the pics that, on the other hand, they look fine. About my last work (the Beam Rifle), I just modified the length and the handle. All the other edits are in the texture, and don't concern the model or the UVs (unless, of course, you would complain Bungie for how they UV mapped the model). Don't misunderstand me, I don't want to sound rude and/or argue with you, but -at least to me- it seems that you are never satisfied about someone else's work. And I'm not referring just to my weapons, because I know that I can't compete to the other members here. I'm sorry if I offended you in some manner and I apologize for it, but this is what I feel.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Sep 6, 2013 02:32 PM
Msg. 348 of 983
while master noob may be hard to please, he is only trying to help. however instead of u guys going back and forth maybe u two could get on xfire (or some other junk u guys love to use), and he could walk u through it sometime, or even point u to a tutorial so u could do it yourself.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 8, 2013 01:09 AM
Msg. 349 of 983
Everything I suggest is easy to do and I have posted the various techniques in various places all over the forum. it will take a while, but I'm going to post a massive dump of various tuts here to show what I mean.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Sep 8, 2013 07:22 AM
Msg. 350 of 983
Quote: --- Original message by: master noob Everything I suggest is easy to do and I have posted the various techniques in various places all over the forum. it will take a while, but I'm going to post a massive dump of various tuts here to show what I mean. I'm here for this. Do you have something that is doable manually with Photoshop, too?
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