disaster is working on other side. But yea, ill add smoothing group when hes done.
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disaster is working on other side. But yea, ill add smoothing group when hes done.
D: I hope they atleast do something a little bit different about them to make it more interesting...Quote:
Also, I'm guessing that H3; Recon ODST will use the same enemies from H3's standard campaign.
Theres a lot of differences to make things more interesting, and much more difficult. I'm excited for the heatvision function :)
Wait there is heatvision in there?
oshi
Are grunts and elites warm blooded? I hope so lol. It would be dumb to make heatvision that only works with brutes.
I've only seen the heatvision on brutes, no other aliens were in the scene.
for art class wht do you think?
http://i280.photobucket.com/albums/k...ix/veteran.jpg
[ot]It's not heatvision. You know the effect on the scope of the sniper rifle (when you're zoomed out)? It gives a red outline to enemies and a green outline to everything else. I will bet you anything that that's the exact effect they will use in Recon (betcha they tie it to what was the flashlight button).[/ot]
edit: @onotix: at first I was going to criticize you for using an old flag, but then I noticed the gun. :P
ONOTIX LOL +REP
e: i cant gotta spread sum rep :(
the face is lol
I laughed. The guy looks funny
I dont know if this was already brought up.. but...
If the gun is firing, why ain't his finger on the trigger?
Isn't it obvious that hes using his mind to fire the gun? That's why his face is like that of course.
Oh I thought he was making that face because of the obvious way he is using his nut sack to mount the stabilize the gun.
It is on the trigger if you look closely.
All good theories... but only 1 knows the truth.
Anyways, I started practicing more on painting textures since I'm terrible at it. I think Ive made some progress. I dont care about the design, I would like to know about the painting.
http://i148.photobucket.com/albums/s...ght2church.jpg
Can some people tell me what's good and bad in here, and what could be done more to make it better?
Silenced Glock w\ extended clip
http://img71.imageshack.us/img71/464...ckwire2zs4.jpg
Triangles: 1828
Polygons: 737
Anything I can fix/improve/add?
Looks good to me right now, but something feels funny about that oval on the handle
Sorry about that. Its a forerunner wall texture.
*Thanks to Veex for showing me how to make better metals. Please don't revolt against me :(
It looks like a solid foundation, but you'd definitely want to add more detail to the main blocks, get something under them (like circuitry that may or may not glow etc).
You actually gave me the missing piece in my textures: contrast.
I dont like it. Sorry. I dont hate much.
I have NEVER seen errors that werent shown to me so I HAVE to say what I saw.
The thingy on the butt of the BR. Amirite?
Yar, Looks like a non-planar on the BR.
I see a few on the butt of the carbine, and one near that area that looks like a triangle is overlapping another. Take a look at that in turn mode in polygon selection mode and turn some triangles so that they are not overlapping.
One of the poly's look wrong. Or is it another object?
No, it's attached to the grip, but if your talking about where it looks like the wireframe dissapears, that's just what happened when I rendered. No maatter what I did, I could not get the wireframe to 100% appear everywhere, I think it may be the omni lights are too bright though, idk.
I'm pretty sure its doing that because you have a 5 sided polygon around it. Set your edgeloops up properly and it should fix your wireframe issue.
You don't need the inside of the suppressor's barrel modeled in. You can put that in via bitmap.
Thanks for telling me where the errors are guys but I know. I said in my post to ignore them and just comment on the picture Lol.
The wireframe appears fine when in 3ds Max, but when I render it it dissapears on someparts like the "oval", inside of the hand grip, and some of the trigger guard as well. Will what you said fix it when I render though? I don't have access to the max file at the moment so I can't change anything to see if it will.
Alright, I'll be sure to fix that if I ever do get around to texturing it.
Another quick concept of 30 minutes, just a lone forerunner mining facility.....
Screwed over to hell and back by lava, might be collapsing, might be in working order, up to you to decide, but I find that it was mining, but hit several large lava veins, flooding the entire valley.
http://i305.photobucket.com/albums/n...ickconcept.png
Can't tell what anything is... cliffs seam bad, and where's the background. Can't tell what the structure is. I love the idea. Start again and make it good, because its a awesome idea.
Needs more perspective.
also needs less pre-made brushes stamped all over it to hell and back.
Ok, a closer look at the left bridge.
http://i305.photobucket.com/albums/n...untitled-4.jpg
Nothing fancy, just getting the point of it across:
http://i305.photobucket.com/albums/n...1/bridge-1.png
Good to know, means I can easily switch styles from one thing to another.
Hunter as i've told you before in this thread, this thread is for getting crit on your work. If you post a render people are going to look at it objectively and point out errors instead of saying 'oh look a bunch of halo 3 weapons'. There's no point posting anything here if you don't want anyone to point out anything bad in it.
He might've been looking for crit on the render itself rather than the weapons, could be wrong though
Sorry :(
Forerunner style or not? Also crit please
http://img520.imageshack.us/img520/1...ltaforefe8.png
absolutely not.
I think you are wrong, they are in H1 only I remodelled them to have more detail.Quote:
absolutely not.
Go and have a look.
Reminds me of something in Mass Effect.
*Removed, By Hunter*
Or instead of asking opinions on the style and when you get a response you don't like you actually show the proof?
E: had a look, and you changed it enough that it doesn't look much at all like what it was in H1, they actually look like human communications towers now. So yeah, NO, they don't look forerunner.
Not really forerunner, but I still like the style of it. I think you should keep the structure but still practice making a forerunner one.
Thanks for the negative feedback snaf. I'm also very sorry it is not up to your standard. I only stated my opinion hence the words "I think". When you leave negative feedback, please leave a comment so I actually know why you left it rather than a stupid period.
There isn't really anywhere you can look it up, except using designs from h1, h2 and h3 and modifying it.
Unless there is somewhere that has some specific rules we must abide by so that the structures are classed as forerunner.
Fucking play the god damn game before saying it's completely not the style! It's one thing to just disrespect someone, but then you don't even support it with helpful criticism. People come here to help one another. What I see you doing is putting others down on a forum. I don't know if you have been having bad days lately, but wise up. If you truely mean to help someone, help them. Otherwise there's no reason for you to post.
It looks forerunner to me, just fix the top spike thing so ones lower then the other. I think it may look better that way.
He said "absolutely not", not "absolutely not you'll never be good ever".
He made a point about it not looking forerunner. So what should he do? Make it look more forerunner. The resources are out there, so he should use them to create successful forerunner architecture. IMO it does not look like forerunner, so maybe he should look at the structure he remade and see where he went wrong.
If you were already convinced that it was in that style, why did you even bother asking? That exchange there made no sense at all. You said you wanted to know, and so he gave his opinion.
I'm pretty sure Snaf has played the game :raise:Quote:
Fucking play the god damn game before saying it's completely not the style!
If you want to help someone the last thing you ever do is put them down. What he said might have been true but you never have to say it in such a disrespecting way. Snaf didn't even follow through with any help. He has not gained any amount of knowledge from Snaf's post.
How is it the truth when he says it looks absolutely nothing like forerunner? It has some resemblance of forerunner.Quote:
Sorry you don't like being told the fucking truth.
You post a picture of a model you can make in 5 minutes and want crit on it, :lol:
You have to show more in order to recieve the proper criticism.
Its like somewhat like something the Combine would have. That's the first thing I thought of, which, in my opinion (combine architecture), looks like bent out of shape forerunner.
What screamed at me was the fact that it looked like a Combine suspension bridge counterweight (for a very small suspension bridge).
Also, expect bluntness on these forums; they are infamous for them. They help you, and they tear you down. It is unfair sometimes, but so is life.
The huge spikes that turn it from something forerunner into something that's not :? Sure the bottom looks forerunner but the spikes kill the look. Just because it looks like the original doesn't mean it's therefore forerunner.
Stop whining. I don't have to offer critique on every single piece of work. I'm free to offer my opinion, just like everyone else on the forums. You guys are like a couple of over-sensitive little girls. RELAX! Primo, you sound like a real badass.
The original was pretty bloody vague as it is. Without the pipes or an actual image of what it is, there's no way I would've recognised that.
This is a quick crit thread, a place to receive criticism.Quote:
I don't have to offer critique on every single piece of work.
Its in the campaign and a multiplayer map.Quote:
Without the pipes or an actual image of what it is, there's no way I would've recognised that.
Also thanks for all the -rep. Snaf you need to realise that beginners are not perfect, people actually make mistakes. You expect everyone to be at your level (if that's even anything). If its not up to your level its literally shit to you.
Ok, I think this should stop here - this thread has been derailed enough. We're all just going around in circles. There was nothing wrong with what SnaF said. As i've said, just because he didn't offer crit doesn't mean he doesn't have the right to post an answer to a question you openly asked to everyone on the forum.
He could have stated why it had no resemblance at all, that's all.
When I said it stops here I meant it; don't try and get the last word ~Timo
Well now that things have settled down*hopefully*, what do you guys think how well I did for a beginner.
http://i279.photobucket.com/albums/k...ls/barrels.jpg
What exactly are we critiquing? The scene or your barrel models/textures?
Whatever you want to critique. If possible, what suggestions do you have?
It looks like you just reused the same texture for each individual part of the barrel. Don't. Map and texture the whole thing, don't reuse one texture so it's clearly repeating and stretched/compressed in some places. Remove a lot of the damage from the less protruding areas and put it on the rim and bands instead. For the model, it's just a bunch of cylinders, it looks more like a wooden barrel of cartoonish proportions than a metal one. Replace the thick bands with pinched ribs, and make a proper rim on it. Look at barrels in games like HL2 if you need ideas.
The barrels need more detail, like the holes on the tops that you usually see there, the ribs look a bit fat on the vertical dimension as well. Maybe add some rust streaks coming from the top of the texture to go along with the aged/beat up look of the paint as well. I would spend more time working on the model than the scene. Since this is an outside scene, apparently sunlit, work with a different light than an omni, since the shadow is stretched. Sunlight makes shadows that don't widen out from the object that's casting them.
If you're going to render it as a scene, also work more with your material editor and use stronger bumps, possibly.
I'll keep on working on it then. The barrels are pretty difficult to work on them. I can' get bump for those textures the barrels have because I don't have photoshop. What type of light will be suitable for a scene like this?
Decided to practice speed modeling, and did the future computer one. Should I try and texture it? I'm doing it for practice really:D
http://i148.photobucket.com/albums/s...R/progress.jpg
http://i148.photobucket.com/albums/s...rogress_02.jpg
A, that seat doesn't look very practical, and B, the screens and the trackpad thing you've got there are too close to the seat. Way too close.
I don't see the practicality of a curved screen. While cool, it would be useless/irritating for digital art in general - graphic design, photo editing, 3d modeling etc due to bizarre perspective.
Why is the chair so narrow?
wow, very nice. finally someone who isnt afraid to make things dark--it payed off
UNSS Zepher
http://img354.imageshack.us/img354/2...plate34ud3.jpg
http://img361.imageshack.us/img361/5...atebackoh9.jpg
Testing render setups.
http://img381.imageshack.us/img381/5316/awesomexv9.jpg
http://img370.imageshack.us/img370/2433/awesomeam5.jpg
Mac Gun Reloader.
http://img386.imageshack.us/img386/6166/24912314nm5.jpg
Generators.
http://img367.imageshack.us/img367/2...hyrvrayxy5.jpg
Model by haxalot88, fixed by DEEhunter. Render by DEEhunter. Currently being rigged.
Awesome stuff ExAm. The perspective seems a bit.. odd, I can't seem to describe it, the pot thing just looks weird somehow. Also, I wish you could take better photos of your work. Low ISO + no flash + small aperture + tripod + self timer/shutter release = recipe for success (and general method for taking photos of art pieces lawl) [/cameraobsession] D:
Phonecam. I don't own a camera :v:
The reason the perspective is off is because i did it from a phonecam pic, and my phonecam has a slight walleye when shooting up close.
And conscars, the whole reason it's dark is because of the paper. I can't draw dark manageably on white paper :/
Found a little bit of time to crank out another concept, this one of being covenant drone ships. Based loosely on the banshee, I had 2 designs for them, one for fighting, the other for the exact opposite. Basically I was thinking of these as small fast ships, that have a single front beam, which basically works in the same function as the gravity gun from half life 2, fires out a bolt of electricity to destroy things. Of course, on the other hand, I thought of these as using a magnetic bolt that could pick up parts or weld seams to repair covenant ships that are too far away from any relief for quick, temporary fixes on the battlefield. Anyways heres a basic idea of what I came up with.
http://i305.photobucket.com/albums/n...signcopy-1.png
interesting idea... but... they look like they were in an accident.
How does it fly? :confused: