looks like paper mache (SP?)
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Just another cool render:
http://i58.photobucket.com/albums/g2.../Pelican_8.jpg
Wires.
Dee, I can see where you are going from a mile away, don't start that shit in this thread.
For people wondering why above reply, pm me and do not get off topic, and I will explain to you what dee and cls did to hunter, though he did over react too.
What? What did DEE and CLS do to hunter?
He asked a rather pertinent question, drama or not I would like to see the wires myself...
Fair enough Lol. And yeah, Dee, you mension that word, and your having a nuke on your house, that argument is long finished.
http://i58.photobucket.com/albums/g2...can_Wire_1.jpg
how can you bare to model with 5 or more sided faces?
Its going in-game, but if you use the turn tool you can see the hiden edges, so wont they stay the same even when you convert it to a .gbxmodel? Or would I need to add all of the edges? I like to model that way because its got a cleaner look to it, but I see what you mean and I agree with you. I might start to model with actualy triangles instead of 5 or more sided faces.
They will stay the same. Hidden edges are just hidden. they're still there.
When you model with polygons the triangles are being calculated automatically.
I know, I use the turn tool and turn them to how I see fit.
I've been wanting to make some shirts for a while.... and so I just emailed a local shop this picture to see if they can do it... but either way... what do you guys think of the design?
http://img35.imageshack.us/img35/7227/shirtmockup.jpg
The back of the shirt would say Juice in a similar way (that splatter would wrap around to the back.)
Just a note, This was a fourteen second job in photoshop, just to get a basic idea down before spending a lot of time on something that might never happen.
It's a cool design, but wrap-arounds can be pretty pricey.
surely if its a wrap around from back to front it says Juice Llama?
You can model with a million sided faces, actually you can't max crashed after like 30... but the point is, if it's a flat surface it doesn't matter how many faces you have. If you plane on applying smoothing to a face then you want to model in quads, not triangles.
I know it has been a while since I have been on, I just did some photoshopping for the hell of it. So I thouhgt this was worthy of showing. I'm not going to do any more editing to it. I just want to know your current thoughts on it.
I'm rarely on my computer anymore, which is why I'm not on here. I'm only on my computer now-a-days to check my facebook, or stuff for iphone.
Old Man:
http://img188.imageshack.us/img188/6...gmannowold.jpg
TO
Younger Years:
http://img194.imageshack.us/img194/8...annowyoung.jpg
He's dipping ;]
He looks deep fried or something... and not realistic at all... he's very flat.
Not really sure what you were going for.
E:
If you were trying to make him look younger you failed because you removed a bunch of wrinkles/creases in the face that everyone has. That's also why he looks flat.
You got rid of the crease by the edge of his mouth and around the side of his nose, making his nose look flat and his mouth look tiny. You should have left in (or made new) wrinkles by his eye to try to make that look more realistic.
Um nice attempt but he probably wouldnt have that collapsed chin/lip thing goin on that old folk do. If he did, he was one ugly inbred mother fucker (hope its not your grandad)
Quote:
Originally Posted by PenGuin1362 http://www.modacity.net/forums/style...s/viewpost.gif
You can model with a million sided faces, actually you can't max crashed after like 30... but the point is, if it's a flat surface it doesn't matter how many faces you have. If you plane on applying smoothing to a face then you want to model in quads, not triangles.
O RLY? :P
I do know... im just OCD/hate fat ugly faces (sorry hunter) badum-ttshhhhhh.
Hair shouldbe dark in color, not white, he should have side burns and not a receding hair line, even the youngest face has some creases from muscles and indentations from skin stratching over the skull. Overall it seems very rushed.
Quick note about this... if it's got any angles greater than 180 degrees in the poly then it's better to split it where you can.
What I mean is...
http://img196.imageshack.us/img196/6765/polysplit.jpg
black is normal flat poly
Red is where you should cut
If you don't cut it at red, it could auto triangulate where green is.
it could, it doesn't always, but its a good habit to get into for separating faces like that
Oh god he looks like he's been in a nuclear blast and his skin's melted.
Looks like a burn victim.
too many 'Oil of Olay' skin tests
Still doesn't look perfect but as you said, it was a quick edit to show him and you've pretty much got it down. The creases running from the nose to the corners of the mouth, the neck, above the chin, around the nostrils, and around the corners of the eyes and mouth should be there no matter what. In some cases they're not as easy to see, but they should always be there unless the person has never, ever made a facial expression in their life (or is a burns victim).
Thanks for showing me what you mean, I probably wont mess with him anymore. I just had a day in from rain after school so I was just finding something to do for fun.
But next time I will know how to make it more realistic.
http://img35.imageshack.us/img35/7227/shirtmockup.jpg
I called a place back home to see what it'd be, and they said that it'd only be $6.70 per shirt, or if I buy 48+ of em it'd be $6.37 per shirt.
I'm going to call a few places down here to see what they'd charge for it.
But yea... apparently it's pretty cheap to make your own shirts... to hell with buying new shirts, I'm just going to design my own from now on haha.
Heh. Especially if your good at ps and illustrator. You can make some kick ass designs.
The nose and lips need to shrink.
I'm kinda bickering on which shader i should use
should i use this
or this
Obviously i need to fix the issue on the rubber part
OR
malolo's rig needs to go lol
btw the last spartan picture bitmaps are custom :)
I need help on which one i should mainly use, since i might release it or lend it to other people for their maps
Its hard to tell, since all 3 are different colors and different lighting. Show them off side by side in 1 picture with the same lighting, position, and color.
D: thats kinda hard to do... each one was taken on a different date and the tags are separate...ill add them up tomorrow but scratch number 2 picture, ill do 1 and 3
E:
New animation since im here
http://screenshot.xfire.com/screensh...7c3f511fc3.jpg
http://screenshot.xfire.com/screensh...653b574a83.jpg
So yesterday my friend was all
So today I made this with Animanatee:Quote:
[23:13] Ollie: God I love Civilization 4
[23:13] Ollie: Is there any other universe where a lone zulu spearman on a hilltop can destroy a stealth fighter jet?
[23:13] Jason: hahahaha
[23:14] Jason: how does that happen?
[23:14] Ollie: Because the level up system/defense system/random rolls in civ 4 are fubar
[23:14] Ollie: If you build a unit correctly, it can't attack worth a damn but anything that attacks it dies.
[23:14] Ollie: no matter what the unit is
[23:15] Ollie: But I mean
[23:15] Ollie: you just picture this spearman
[23:15] Ollie: Hopping a mile into the air Final Fantasy dragoon style
[23:15] Ollie: And shoving his spear through the cockpit
http://i231.photobucket.com/albums/ee6/TheExAm/inca.gif
I think it needs a little less of him shoving a spear into the jet, and more of him shoving his spear into the jet.
I don't understand. You think it would be better if he didn't stab the jet, but stabbed the jet instead? :gonk:
He thinks it'd be funnier if the dude bones the jet, apparently.
:ohdear:
Spent most of this morning and afternoon learning a few photoshop things and i think i've now got making metalic spheres nailed down.
I would like to know what anyone else thinks of it so far this is the first time i've opened photoshop in a long ass time and its also my first UVwrap.
The sparts not yet textured im planning on looking like carbon fibre shielding that surrounds the metal sphere.
I've yet to find a tutorial on how to do that though so if anyone knows of a few good tutorials please let me know.
http://img268.imageshack.us/img268/5706/hemisphere.jpghttp://img132.imageshack.us/img132/1355/dalek.jpg
If you want to make the uvs better, then don't waste so much space with it. As it is now, you've got quite a bit of space that can be occupied, but isn't.
I know i made a couple of mistakes but I'm not going to render this over again since it took a good hour. So what do you guys think?
uhh looks like...um..work on how the water looks, it doesnt look like water D: and water shouldnt act so wavy like that unless its really disturbed, make it abit more calmer, but its good for a first animation
Reminds me of the membrane animation Discovery Channel had when they were broadcasting a show about string theory and membrane theory...
Anyway. I'd go with spartan on this one. Water usually "whitecaps" when it is that high from being disturbed.
It doesnt look organic. It looks like two people are holding a sheet and waving it.
By their smoothness and speed, they look like small waves. This is meant to be filmed from I boat, so I would slow them down a bit, almost like slow motion film used with models in movies. Even then, the waves are too frequent and violent. For stormy water, waves should curve out through a shallow valley then reach sharp windy peaks. The material doesn't look oceany either. Use this for reference in both wave shape and appearance.
http://www.hydrolance.net/Common/OpenOceanStorm4.jpg
Yeah, remember that waves are created by winds, so generally they'll have a common movement and a slight drag in the general direction the wind is blowing.
Started making this last night.
http://img34.imageshack.us/img34/9158/heh1o.jpg
http://img34.imageshack.us/img34/5431/heh2e.jpg
http://img34.imageshack.us/img34/696/heh3q.jpg
I went WAY overboard on the scratches. This will be fixed. I also plan to add more to the normal map. Anyway, I made this entire thing from scratch. The model, the highres i used to bake the normal and AO maps, the textures, everything. All I need is a person who can rig well to rig it, then I'll release it to the public (with open source data files... the baked diffuse and multi, and the max file for it so you can animate with it).
Basically, I wanted to make a high res version of the h1 arms, with a few modifications.
No offense, but the scratches look like wood.
I won't judge until I see you fix the scratches... I do like the model though.
I'm thinking of getting rid of the scratches on the colour change so that it doesn't stand out so much... and the scratches themselves. I'll probably use a better brush and not make as many.
The black looks like a bit like a wetsuit made of packing foam to be honest
Oh, and just another random thought... the forearm seems short... but that could just be me.
Texture.
http://img5.imageshack.us/img5/2914/heh1p.jpg
http://img11.imageshack.us/img11/7551/heh2n.jpg
Look any better? I'm really at a loss with what to do with the rubber.
Detailing, like in this pic
http://image.com.com/gamespot/images..._screen009.jpg
And here
http://buttonmashing.com/wp-content/...alo3-hands.jpg
still have a ways to go as far as the normal map goes (which then somewhat alters the diffuse and spec). i'll look at the h2 fp hands normal map and i guess the h3 normal map for reference. thanks for the idea.
That's much better. I think that the black texture needs to have some kind of detailing standout, albeit subtly, because right now there are parts of it that look almost flat (but this may be just nit-picking). Also, the thing that looks like a fin at the very top of the the texture (on the bottom picture), it looks a bit stretched, or maybe that's because of the scratches.
What about stiches or some kind of hexagonal pattern on the black parts?
If you look closely, there is a hexagonal pattern already. It's probably larger than it'd have to be to pass as plausible, but they were meant to be subtle. Not sure why I even put them there, lol.
Obviously I'd change it.
Add those 3 holes on the gauntlet. Or some lines and other details.
I wanted it to stay like h1 for the most part, so I'm not adding those in.
So wait, are those the Halo 1 arms, or ones you made? The hands look different but the rest looks exactly the same so I'm a bit confused.
i made them from scratch
Yeh I thought they were odd.
Did you screw around with your FoV? Or is it just the way the way its positioned?
I screwed around with FOV
looks like the armours made of a mossy stone
I actually like it.
Well, it is ceramic d:
Yeah, but bungie didn't make it look that way in h1 (to me), and I'm going (somewhat) for bungie's look.
Was there a multipurpose map applied?
No, you could apply a cubemap without a multi. But then the cubemap would just apply to everywhere on the fp arms.
Don't forget the glowy shield lights.
Looks awesome, scratches seem better than before.
i like the rubber/leather/black parts.