screw you connor, i like the floor.
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screw you connor, i like the floor.
It's overly complicated in some areas. It's a floor.
also, bite me :awesome:
damn. After Halo 3 everything just looks so... plain. I'm working on a last gen mod in a next gen age. I'm sad now.
Dano, you need to paint a ridiculously, mind-numbingly awesome texture now to cheer me up.
Meh, Halo 3 hasn't got any more better textures than what halo 1 and 2 had. It's just that now, there are more of them, and because of added model complexity, more places to put more.
Well, there are alot of textures that are made specifically for certain architecture, so thats another thing.
actually, what i mean is shaders. damn dude the shaders. normal mapping, specular, bloom, hdr, dynamic reflections... shit. it all looks so pretty together.
and that of course :P
So I have no idea to make purdy renders, but I managed to make this:
http://img219.imageshack.us/img219/6...glegloweu9.png
Dano, you made it so perty, I mean I could definately see fapping to that.
also for those of you wondering, doorway shape is:
http://i118.photobucket.com/albums/o...otos/examp.jpg
Its not an original forerunner design, but in my opinion it jives damn well.
Looks like the right side is angled down more than the left, is there a reason for that or is it just my bad eyes?
-F.S
I'm going to hope that's your bad eyes and Massacre didn't fail to use snap or text-entry to make his doorway symmetrical - lol
It feels too flat, shouldn't it be vertically stretched more?
lol, its perfectly symmetrical, trust me.
anyway, I would make it taller but the only reason I made a new doorway shape was to fit the cliff, which needed something wide and short, so there you go.
It's the varying depth of the doorway that makes it odd looking. It'd look better with some sort of trim or bulkheads to the side, incorporated nicely, You can use instance geometry for that like they did in Uplift's doorways.
instance geometry? sounds interesting...
yeah, once he gets his map to H2v, he can use that. It's basically taking models and linking them to the frame, calling them instance geometry, and not having to stitch em into the BSP. It's like scenery, but part of the BSP. Sealed world rules do not apply to instance geometry.
Figured out how to get rid of the jagged edges, and added another 10 mins to render time :O . New avatar, I like this one.
http://i67.photobucket.com/albums/h320/Duncgs/rims3.jpg
http://i67.photobucket.com/albums/h3.../rimavatar.jpg
love it :)
Hm... so that's like making a separate model for something like a base and just sticking it on the bsp without attaching it or needing to worry that it's sealed? Just out of curiosity, how does this work?? I thought everything that was exported at the same time as the BSP (part of the bsp file) had to be sealed or tool would shit itself with open edges...
Thats DAMN sexy luke! I love the render; did you use vray? Odd request, but could render a 1024x768 version for me? I want it as my background. :awesome:
hey, can you render a 1280x1024 one for me too? :awesome:
lol yea sure.
Edit: I used hammersley on the actual texture, and played around with some stuff I can't quite remember at the moment. But yeah just apply hammersley on the actual texture and see how that works out.
1PN58 nightvision scope. Mounts on the PKM, RPK, RPK74, and mostly all ak variants. 1749 triangles. Not that it's even all that complex, but there's rediculous bits and pieces.
http://img205.imageshack.us/img205/2538/1pn58ko7.jpg
I still have a few things to edit.
nice +rep
whatever makes you smile, jay. :laffo:
http://xs120.xs.to/xs120/07401/core.jpg
NO MORE GIANT HOLE!
needs moar neuro stories right?
It's not finished yet, especially with the grip.
http://i13.photobucket.com/albums/a2.../terrangun.png
WAAAAAAAAAAAAAAY too boxy.
Thanks for the input, I'll try to fix it.
I'm attempting to make this.
http://i13.photobucket.com/albums/a2...erranrifle.png
Thats a pretty bitchin pillar type thing.
No - I mean in conjunction with halo WIP's... of course I didn't make it up! - lol... I used it somewhere here like a day ago...
well I'm sorry, but "I'd tap that" is older than christ himself. You'll find it on nearly every page of the Church thread at gearbox.
*edit* also
http://img227.imageshack.us/img227/4...riorrenwj2.jpg
socks.
Very nice :)
d4no when you make textures.. what exactly goes on in your head? nice work.
well, mostly tits.
also
http://img230.imageshack.us/img230/8...riorrence1.jpg
/thread ZING
It'd look better with actual dedicated light slits, not the grooves you already had.
but they are dedicated light strips :/
I think cause i made the light strips bumped it made them fill up the whole space looking.
http://img231.imageshack.us/img231/9...riorrenhq1.jpg
unbumped the light strips. I put them in the grooves because, well, where else can they go.
SKIN THE TAW NOW PLZZ
^ ok shit.
also, just showing off.
http://img208.imageshack.us/img208/6...ioranimqv0.gif
That stands equal to a can of soda. Which is awesome.
When I finally concept a level I like, and model it to all specifications, I must find some subliminal way to force Dano to work his texturey magic with it. To the internet! :google:
But for now, an eye-peeling picture of this little abomination I wisely dropped a while ago:
Sorry, but not even 3 hot bisexual goth chicks naked in a bed of gummi bears could make me want to work on that.
Of course not, I even ended up loathing that damn thing :lol:
So why did you make it in the first place.
To learn, mostly. And I did, so it was a successful in that way. Now to make something with a lot less failure :haw:
Good boy.
See, I was expecting OMG BUT IT WAS THE BEST MAP EVAR WHEN I MADE IT FUCK YOU etc.
You passed the test.
There's a test? I thought it was just a "force-feed reality to the deluded morons" rule :pQuote:
Good boy.
See, I was expecting OMG BUT IT WAS THE BEST MAP EVAR WHEN I MADE IT FUCK YOU etc.
You passed the test.
Oh I like you alot.
But not as much as Leuik :awesome:
But Leuik, make a frigin map allready jeez. Even if you just remade a CS map like Aztec and just made it halo ified it'd be sweet.
I'm just learning some terrain modeling.
Textures are placeholders, lights are just funky for rendering, and be gentle?
Looks like you modeled from a flat plane, just like everyone else. I don't see anything great (its just terrain). but I see nothing wrong.
fails.
you're still dragging verts up and down, wich is fine for making like hills and stuff, but when you get a bit more vertical, it won't do the job, and you'll need to add in verts there.
if you want to do this, don't use textures, just post a solid with wireframe overlay, that gives us the best info on this stuff to crit on.
also, it's just terrain, a modified plane. wich isn't bad on itself, since it's the basis of starting anythign with terrain in it. but there's not moch there to give crit AT.
Yes, it's a plane (skybox, bottom plane) mostly soft selection editing.
As for not much there to crit at, if I post a complete mesh made with a wrong modeling method I'd rather know it from the start than at the end.
Also, when you say adding verts, tesselate or create in vert submenu?
neither.
i suggest you rip a map from Halo CE, Silent Catrographer or Halo would be the best. you need to look at how te cliffs on those maps are made, geometry-wise. then you want to go about recreating it.
for sheep pratice, you should just import the first BSP from Halo, and re-create it. i'm talking about making the BSP from scratch, so you teach yourself how to do that.
DONT EVER settelate, it fucks shit up.
instead, use the Cut tool to create more edges/verts.
Extrude will do a decent job half of the time too.
I hear a lot of "Don't Ever" on these forums. The way I see it, when Autodesk was making 3DS Max, they didn't just say "lets waste our time developing this useless feature that only messes up your model." There's a right way to use all the tools.
But, er, yeah, in general and especially for people new to it, tessalation tends to be bad I guess.
Only the Sith deal in absolutes, Tweek!
Lol - tesselate is useful for times when you go oops... I should have made that a higher poly to begin with. Lets make this plane have 16 polygons instead of 4. I usually model things in fairly high poly first, and then begin begin optimizing it. My HEH2 bsp (the one whose beta was leaked) was only like 4K polys and I didn't optimize the floor... So tesselation isn't ALL bad, as long as you optimize too...
Tesselation is my friend :p
Thanks for the point-proving gentlemen.
You guys love bathing in web-gas don't you?
Tesselate can be useful in rare times when it creates exactly the polygon layout you want, which is to say, nearly never; in short, cut ftw.
Maya + Sculpt Tool > shitty max terrain modelling.
Lol @ massacre.... that's why I never use tesselate once I've started making a model. It just leaves too much crap around. I might have to look into getting Maya...
So I decided to restart my project of making my own spartan biped, using the h2 biped as a reference for it.
http://img406.imageshack.us/img406/9130/leg1tt8.jpg
http://img406.imageshack.us/img406/9488/leg2mw7.jpg
http://img233.imageshack.us/img233/1004/leg3ik8.jpg
I've got most of the basic shape of the leg done, I need to add a few polys in order to make it look okay when rigged though.
If you have any ideas on how to make this biped look lolawesome, please post them. I don't mind adding a few extra polys/tris on this; I plan on it being more like 5k polys, rather than the 2 or 3k for the h2 biped.
Maya ftw.
Finally, someone else sees it. It's not unnecessarily complicated. What you want, when you want it, within like 5 seconds. No stupid modifiers or anything. Just a constantly transformable UI, saving TONNES of space and therefore increasing work flow.
Also, the 3d viewchanger up the top right corner is a significant advantage.
XD you overseas people with your adding unnecessary "e"s to words.
I personally like having more power at my fingertips. I've become used to a perhaps more difficult and convoluted interface, so personally 3DS Max ftw. Moar powah! To each his own.
Well, really max is only complicated when you first use it. After you get used to it, like most do, it's rather easy to use. Also, I hardly need to use modifiers anyhow, only 2 I usually use are symmetry and shell. Meshsmooth sometimes for stuff that isn't for games. As Rob said, to each his own.
You can do anything in max that you can in maya, sometimes it takes longer, sometimes its shorter, but never ridiculously so. At least modeling/texturing wise.
No, Mayas texturing, uv mapping, rendering and material access/editing is EXTREMELY faster than Max's. Maya also comes with all the paint tools and stuff as well. It's almost like a mini zbrush and BodyPaint 3D within Maya.
Max is only as far as I can tell, good for modeling things like complex guns and architecture. Thats why almost all of you max users only ever make those exact things. Guns and architecture.
Anything organic, bipeds, terrain etc is where Maya shines, and Max falls short.
IMO
Sorry to impede here, but 3ds does have a "Paint" tool for terrain ;)
Its just whatever your used to basically. :D
I for one will never use Maya because of the interface. But again thats just my opinion.
I modeled myself. This was my first organic model ever.
BTW: I use Blender :D
EDIT: There we go, I fixed the shading on the nose. I had all of the lights casting shadows :X
http://i13.photobucket.com/albums/a2...ibird/Me-1.jpg
Whats with the nose, there's two different shades :\ Did you for some reason UV that separately?
only because you dont know what you're doing in MAX
so does max, you just haven't found it yet.
i agree that maya does have certain advantages over organics, but thats not why the max users here are all gun whores.
they're just gun whores who use max.
high res modelling, is actually ALOOOT like organic modelling, wich max is more than capable of.
DEBATE OVER, BAck TO TO GALLERY-ING!
I'm not sure if Blender has a polygon counter. If it does I don't know how to get to it.
It's probably nurbs, so you won't get polygon counts.
:picsorstfu:
no more arguing about max and maya.
http://img511.imageshack.us/img511/9...ormlolzuf0.jpg
I need to start working from concept sketches :v
If you can't do any better than that without a concept, thats pretty sad. Bad model; be more creative or something.
who needs concept.
just doodle in 3d, that's how all my awesome stuff comes to be.
Arr, I be creative on paper! :p