Snafubar for mod
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Snafubar for mod
The way this started out was, I got bored of modding HCE, had learned everything i wanted to learn and generaly became content with what i had done with it.
So i looked into Crysis, i had heard about it's editing kit and was curious if anyone had made a Halo mod for, there were a few being developed but nothing to write home about.
Because of this I decided I would ditch the HEK and go for a more powerfull game, one which I could use my own creativity more freely than the HEK.
So I started writing up designs and messing about with the editor and basicly prepared to make a full blown Halo mod for Crysis, I did actually ask around if anyone wanted to help out but no one was interested, so im doing this by my self.
Since my progress has taken some attention at Crymod, which is where I ask all my questions on Sandbox2, I've had atleast 4 people asking if they can help out with the mod.
I'm generaly doing this for my own entertainment for the time being, i agree much of what i've done is lacking detail, but some things such as the helmet can have some of the details put into the diffuse, i don't want to overstretch myself adding way too much detail to one asset at a time, as i think the time would be better used making the objects one at a time but at a medium.
As i have said, i've looked into current gen techniques and i am slowly getting the hang of it but untill i have it nailed down, i don't want to risk trying to make a serious mod asset using the technique in the off chance i might drasticly fuck one part up and cannot fix it.
if you fuck up and it sucks, try again, or delete it?
simple fix imo.
save in iterations, hth
As I said once, If I am uncomfortable making assets for the mod with a certain technique, Why exactly should I force myself to carry on knowing full well the consequences of what could happen?
If I have to delete the assets then that is a wasted attempt, That's called a setback not progress.
I save all my work in iterations, numbering each save as i go.
As much as I appreciate the suggestion on moving onto sub-D, I would appreciate it even more if we moved onto a different subject, Such as for example, what exactly i should add to the model to give it more detail, Lights? input ports in the side of the head?
I have refined the shape a little bit more and added some little details, I am very aware alot of these details are mere insets and extrudes, but as of the moment I am stuck on what I should add.
http://i44.tinypic.com/2wc2v43.png
Hey Warlord, if you don't like their criticism don't read it.
EDIT: ~Snip. Why did I think i was in the quick crit thread?
Hey, PlasbianX, how about you actualy read the thread, i've actualy asked for critizism on the mesh, as well as several other assets for the mod.
I've explained several times why i have not used current generation techniques for the assets in the mod.
Also if you plan on posting your work post it in your own thread, not mine.
ATTN WARLORD: If you don't like the criticism and you just want to do it your own way regardless of what we think WHY THE FUCK ARE YOU POSTING IT. Do you like being insulted or something?
Oh im sorry, are my replies completely transparent here or something?
Where have i said i dislike criticism?
No seriously quote where I said that.
Im pretty sure my attitude thus far has been pretty straight forward, you are simply skiming the replies and making assumptions based on that.
When you Assume, you make yourself look like a ass and it takesme to correct you
1) Please comment on the models and suggest anything that needs to be corrected, any minor details that I may missed.
2) I am currently learning current generation modeling techniques in paralel to the asset's being made and am slowly integrating what i have learned over to the newer models, thus why i have restarted several assets such as the spartan biped, i agreed that the biped needed more work and so am working on a newer model.
3) i have fairly regulary, asked Snafubar for advice on certain techniques to achieve what i want to make and also asked for any suggestions on books i should look into purchasing, i currently have one by Andrew gahan for *gasp* next generation modeling and game asset creation.
Amazing i know, considering i have had this book since the last summer but apparently, the methods shown in the book are wrong, even though the author himself also happens to be a professional artist, One would ask themself, how someone who would not know anything of their trade, become hired and then go on to make a very popular book.
Has no one noticed the changes in my modeling practice at all since the beginning of when i was posting some of my works in the cirt thread?
Look through the thread again And then accuse me of not making any effort.
Inferno, look at it this way, atleast im making my own assets and taking the time to learn more techniques than porting assets from a 8 year old game with little work involved.
Protip: You can only be insulted if you take the negativity to heart, i've been around these forums for some time and have learned what kind of atomosphere this site holds, So i don't take any "insults" to heart and ignore them, im a big enough man to shrug off petty insults without any issue and if you think any comments on these forums are bad insults then you obviously have not learned all too many life lessons.
See my post on page 13 for what to add to the helmet. Oh, some lines on the face plate might be good, too.