Most likely a mirror from the texture.
Printable View
Yeah, make the texture like a 2048, i do that with all my Cry work, and it turns out awesome.
Speaking of CryEngine, I was making some rocks for a map I'm working on with a friend.
http://i1002.photobucket.com/albums/...t/FOLLOWME.jpg
http://i1002.photobucket.com/albums/...MEBACKDOWN.jpg
Its repeated 5 times.
Can you import custom levels with crysis? or is it shitty brush mapping/ height mapping.
Hopefully it can import it and give it as much graphical priority as halo does. The idea of having your level model have the same processing priorities as every other model makes my models feel less important.
Yes you could import whole levels into crysis, but you would have to put them into seperate exports, to minimize the time of the export. Mah boi wanted to import the ENTIRE map we had into it, but I say we mix up the parts of the map in it, because it would be more better in design
Would be nice if the texture artist knew how to use a 3ds application a bit, as he has took the smoothing off and textured lines where the edges are, where actually it is smoothed :/
THen he could up the poly count as well, saves time for me as I don't really have time to make 2 versions of models all of the time Lol.
And Disaster, will you give the shotgun a go? Please? :haw:
Need some advice on my unwrap.
Anyone here able to make some suggestions on how to improve my UV wrap?
Iknow theres alot of unused space and thats what im worried about.
If i scale certain parts up would that not skewer the UV?
http://img7.imageshack.us/img7/2096/shelli.png
Make that little strip in the top left larger.
It wouldn't skewer the UV, to my little knowledge. Making a part bigger or smaller shouldn't actually affect the UV, but it will affect how good that part looks on model. Make it small, it'll have little detail. Make it bigger, it'll have more detail (depending on what the skinner does).
http://img340.imageshack.us/img340/9936/logov1.png
P.M. Me if your interested, I want serious programmers/designers only.
So... does he want crit on the skin?
Do you want crit on the render?
I don't understand why that's being posted in this thread.
I...I dont like it.
Maybe I am being picky but the metal is too......painted looking?
I actually REALLY like it for some reason.
Me and sheer are working on this together, and we both found that making the terrain with the heightmap painting and using Voxel painting is actually really good (becuase thats what Cryengine uses pretty much), and it comes out pretty nice. Even without Voxel painting, if you use enough vegataion and layer painting, you can make something pretty nice. There's external program's that can create nice stuff for you too with heightmaps but for this were not using that. When were almost done, will have a thread for this project. It's going to be really nice, we promise.
You can import it like Sheer said but it needs to be broken up. It's better to create the terrain in the engine then take the bases, rocks, trees, bases, etc and make them sperate brushes. Then you can take them and do whatever you want, without modeling everything into the max scene, unlike halo
I absolutely love that shotgun.
I don't like in my opinion. It doesn't look that good in general.
And I will edit my model then.
http://img36.imageshack.us/img36/217/guncrit.jpg
My two cents. The texture is nice in parts, but I don't think it fits the Halo universe styling.
I really don't like the shotgun shell area in the fp view. The top half looks very very flat when the shell meets the holder, for a lack of term, but the bottom half actually have depth to it. Might want to fix that.
For the model, your density of your model seem very odd to me. the barrow and other areas that aren't seen very often/well seem to have a higher poly count than areas that's "right in your face." You could round out the sides of the top half of the shotgun with a few edge loops without a major jump in the poly count.
I don't like it. Very flat textures, horrible attempt at pre-defined light?, no good area for specular to take place. And the bolt areas have some horribad pre-defined light on them.
Didn't have hw tonight so I decided to make a quick free-style head. There's a few spots that cam be improved on, but I'm more interested in my edge flow right now, so see any where I can improve on the edge flow? If you need it at a diff angle, I can get it.
http://i113.photobucket.com/albums/n...8/freeform.jpg
It looks like E.T. :gonk:
chin is about 3 times as far from the neck as it should be, unless... nice neanderthal
The guy won't change the texture and he won't retexture :/
So I am guessing someone else will have to texture it... Would be nice if Disaster would, or IV... Fuck. I am seriously going to learn whilst in uni next year...
hunter, honestly, i'm not saying this because i don't like you, but the things you produce, and a high-end engine dont go together.
you can't make decent ingame art nowadays without having a proper normalmap to go along with it, unless you're going for a specific style. you're trying to make outdated art, look good in a new game. it just doesnt work.
you're going to have to learn that current day games are not CE, and you're still sticking to CE standards, where you could, and SHOULD be using about 5 times the polycount. you also still don't know where to invest polygons, and where not to.
this image demonstrates this very well.
you should try to learn to build sub-d modelling, and stay away from zbrush or mudbox and that organic junk. (every monkey can make a good looking BLOB, including you.)
Learn to build proper sub-D geometry, and THEN build your pelican. THEN i'll be impressed. (assuming it looks good)
I agree with neuro.
That shotgun doe's look incredibly low poly for use in a game such as crysis.
I believe Hunter only said it was textured by a member of a Crysis team hes in, but not going in Crysis.
Um, not saying this is the right answer, but maybe hunter knows the guy and since he's already working on halo styled textures for their mod he had some free time and was available to do a texture for hunters shotgun which might not even be a part of the crysis mod.
That makes sense doesn't it?
I supply them with Halo models as they are making a Halo Mod. So that guy is the texture artist.
The texture needs work; he posted it and some people crited it. Why so hung up on the details guys?
Speaking of things that need work. This is the picture I'm using for a portfolio piece:
I'm probably not going to model the cars.
CONCEPT:
http://img136.imageshack.us/img136/1950/conceptma.jpg
ORIGINAL:
http://img136.imageshack.us/img136/5963/originalc.jpg
Yeah Sure let's go with that
Going into crysis Yes/No?
If yes then it proves my point.
I hate calling on people like this but i agree with neuro that the shotgun looks very low poly for use in a game such as crysis where it has bipeds in the 30k region.
And heathen, the only one making an ass is yourself, ive been watching the halo mod team hunter has been working with for some time so my assumption was pretty educated before hand.
Also
should be using procedural materials, normals, AO maps and all kinds of stuff instead of this painted lighting on low poly model stuff. seriously.
YES!
http://i266.photobucket.com/albums/i...ip-diffuse.jpg
Massive SMG diffuse WIP (normals map on the model as well)
wow that halo mod is looking pretty terrible :/
disaster, smg is looking pretty good so far.
http://screenshot.xfire.com/screensh...b6fc1e6d70.png
This is not the best I could do using Bungie's stuff. I think the colors is fine and such, I think I need to tone down the color and/or shine. I need that attachment skinned but no one is available :ehhh:
And I know the thumb clips..
Anything I should fix?
oh good looking SMG disaster
Whatever that funky error is on the back of the handle at the grip needs to go. : / Fix now!
I was going for caveman but close enough. I fixed it a bit to resemble the caveman a bit more.
http://i113.photobucket.com/albums/n211/kid908/nean.jpg
The forehead pinches too much at the eyebrows, even if your going for a caveman (big forehead) it shouldn't look like that; relax that part.The bottom lip is too fat, especially in comparison to the upper. Too much of a bulge there too, like he's got dip in is mouth.
http://i266.photobucket.com/albums/i...-25percent.jpg
Another Diffuse WIP (bloom [kind of fugly] effect rendered in 3ds max)
best keep effects for when you're done, makes it too hard to see that's really meant to be critiqued. but looks nice so far
nice job disaster.
a little suggestion for you:
when you bake out your normals, bake out a difuse too, assign randomly coloured materials to your highres, and bake them in the same pass, this will give you a nice map to use in protoshop for selecting, and it'll help you avoid mismatching colours on edge/normal bleeds (like you've got at the back of the handle) where the diffuse colours of it don't match up along the texture seams.
tou could really put s few more polies in your lowpoly i guess, especialle near areas which should be round (which is something you need to invest in when you're using normalmaps, since they can't fake silhouette)
keep up the good work :downs:
Thanks for the tip about the selection. What I usually do is render out the UV template with a solid black background and solid white fill. I'll start using the color idea as that is much better for selection. Thanks :) (oh and that texture is a very early WIP :p)
E: and that error on the back of the grip was just a uv problem. I accidentally moved that vert and it skewed the uvs a bit. I fixed it :)
Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
Im panning on using this tutorial for the metal.
http://halopc.moddercentral.net/halo...hp?f=67&t=2163
Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.
Working on the eye socket for my monitor model and would like some crit on how to improve the eye.
Only the eye as il be doing the metal later as for now the metal is just a really rough wip.
Im panning on using this tutorial for the metal.
http://halopc.moddercentral.net/halo...hp?f=67&t=2163
Hopefully that should yeild some nice results unless anyone here can suggest a better tutorial.
http://img89.imageshack.us/img89/9553/frontos.jpg
Working on a Spartan helmet based off
http://i40.tinypic.com/2igoggi.jpg
I realise the top half is rather polygonal at the moment but all im trying is to get the basic shape first then detail after as this is my first time modeling a helmet or sorts.http://img202.imageshack.us/img202/9264/helmet.jpg
The spartan in the picture is a Halo Wars spartan.
They're basically plugs now, looking towards them the left and center ones are "plugged in" but there's a gap between the right one and its socket. 's nearly impossible to get a render down there lit properly now so I'll just post a viewport screen.
Going to be more detail to that wall, but I'm working on the pit area right now.
got to work detailing the area where the waterfall used start from:
Your forerunner style is so unique. I like it.
http://img59.imageshack.us/img59/8610/smgrel.gif
decided it was better here than in my thread.
That mag out looks awful, has almost no force, as is the same with the mag insert. You also still don't seem to understand how to hold an SMG's mag correctly. Take a closer look at Halo 3's, the hand is rotated downward, and the palm sort of wraps around it along with the fingers. The way you've been doing it, he's simply supporting the mag rather than controlling it's movements fully.
Haha, yeah I know about the mag holding because I never finished that. I'll work on that as well as porportionate forces. Earlier, it was way too strong and it snapped everywhere and looked alot like the world's fastest mag-reloader.
I think you'd do a better job on something unique... Copying halo 3 animations always ends with unattractive work, because halo 3s animations were pretty shoddy. they had a lot of flow, but no realism. However one thing i notice, is that this animation has a much better flow than your previous work. Good job, keep practicing
bah, the smg mag is rigged wrong, it shouldn't eject the whole clip holder and such. I could give you a whole new one that is rigged right but that animation needs alot of work. Also why such big attachments?
@caggerin
i like your model but the "plugs" don't seem like something the forerunners would do (no offense) the waterfall parts are cool but i dont like the plugs
i like your forerunner style, though the plugs imo dont feel very forerunner
If you've got any ideas....
I just don't want them to be generic supports, they've got to have some sort of purpose.
I can probably reshape them so they look far more Forerunner and still keep the "plug" functionality, though.
Possibly like:
_-/=======
_/
with the upper prong being a retracted plug, and the lower being connected to the wall.
http://en.wikipedia.org/wiki/Rube_Goldberg_machine
Might still be processing, give it a few minutes.
So yeah, this is an animation I did at school (I'm in a 3d animation program). Took me like 5 ish days because I suck, 6 hrs a day. I didn't really know anything about animation before this, so I spent a lot of time figuring things out. I realize its not very good since its my first so yeah, lemme know what you think.
Also, I had a much higher quality one rendering in mental ray, but some douchebag in my class decided to shut off the fucking computer and none of it saved, seriously WTF. The computers there suck and rendering takes forever, so I just switched to scanline renderer (and of course I had to redo my materials!) So I could finish rendering it.
E: Almost forgot, the goal of this exercise was to create a device to turn off a TV, I got a little creative with it, as you can see.
http://i148.photobucket.com/albums/s...R/FOLLOWME.jpg
http://i148.photobucket.com/albums/s...sleepapnea.jpg
http://i148.photobucket.com/albums/s15/SAH1R/Jars.jpg
I did a quick import, to see how it would be looking so far. I was told I was going to need to add more poly's, so I'll be doing that soon.
http://i148.photobucket.com/albums/s...R/untitled.jpg
The rocks are lacking large frequency details. It has the small fine details and a few medium details but no large details.
How would I do large details?
Sculpt them or do a really good photosource (not recommended)
you can paint some very light distortion in a grayscale map, and put blend those in your blue/red channels of your normalmap, it's pretty basic, i normally use it for creating slight offset for tiled floors/windows etc, it gives them a slight slant if you use a falloff.
be sure not to go over the edge seams though, or it'll mess things up.
(protip here)
Designed a logo/insignia for a friend of mine. His initials are are JPF3 so yeah, I thought it was pretty cool how it worked out having the roman numeral 3:
http://i199.photobucket.com/albums/a...39/JPFlogo.jpg
This is just the design, I might do some cool shit with it later color/background wise.
That is pretty cool corndog.
http://img30.imageshack.us/img30/3096/render001b.jpg
http://img41.imageshack.us/img41/2010/render002g.jpg
http://img25.imageshack.us/img25/108/render003.jpg
http://img196.imageshack.us/img196/3639/render004.jpg
http://img30.imageshack.us/img30/5739/render005.jpg
http://img25.imageshack.us/img25/6956/render006y.jpg
You could consider these poor speed models. There are 7 static meshes in total (gutter not pictured), and I've been working on all of them from Saturday to today (texturing, UVing, baking, and setup). It is a WIP scene for my portfolio. I still need to make some rubble and dirt patch static meshes as well as some buildings in the background to break it up.
I created all of the content you see before you except the sky. I'm not really happy with any of the texture work or the normals. I need some objectivity :).
Scene I based it off of:
http://img200.imageshack.us/img200/6716/pict3713.jpg
http://img29.imageshack.us/img29/6461/pict3715.jpg
http://img143.imageshack.us/img143/8186/pict3723.jpg
I'm abridging most of the background stuff because of time constraints. There is a conference plus some other stuff coming up and I'd like to have even a little bit for it, but very polished (to the extent that I can make it).
I concur
E: @heathen
the first pic looks ALOT like the beginning of thief 2 (or one of the thief games)
half looks low res and the other half is high res. try blending it together better or choose one (textures). Looks pretty decent for low poly. It could use a little bit more polies, but overall, it seem like a decent equal density scene.
ouch, you need to do alot more work on your diffuse maps, and add some coloured lighting (general rule of games, NEVER use pure white lights,)
your UVs look all over the place, make sure it's all the same density
(apply a checker material, and make sure all the squares are the same size)
your normals are properly baked, but just look really poor and blobby.
have you ever seen programmer-art in engine-demos?, that's kinda what all of this looks like
also, if you're planning on tiling sections like this, you should try to keep them relatively generic, and not have a big stripe going across (like with the fence), because you'll see it tiling like mad. (best make 2 versions of it or use a decal)
Made the chest peice earlier and for once i've not done a clay model i've done what snaf has been badgering me to do.
Spent most of the day on this and now i can feel the blood in my brain boiling... i thik im gona go lay down.
As per usual C&C are whats wanted and any advice on improvement.
As of yet there are no smoothing groups other than the visor.
http://img16.imageshack.us/img16/961/moarz.png
It's just an edited Halo 1 mc model.
The one in the picture is the Halo Wars spartan
Actualy i modeled this by my self using halo 1 refferences for proportion.
I was going to go for the halowars biped but decided to go for the halo 1 as shown in:
http://images1.wikia.nocookie.net/ha.../Awakening.jpg
http://screenshot.xfire.com/screensh...ef63302443.png
Will decrease brightness. I decided to mix the halo 1 hud with it abit. Don't mind that grenade icon. Like?
E: AVPDragon for ODST hud, bleh
I'll be honesty... it's not really looking like the picture. And are you making this for in game or for fun? Because some things (the lights on his helmet) are way over detailed for in game, but for fun, it could use great improvement and higher poly looking. And if I were you, I would smooth as you go, what you're rendering us and showing us looks fugly without smoothing. Please fix.
It started out as a bit of fun, ive never modeled a biped before but i figured making the spartan biped would be a good way to go about it.
I am how ever thinking of trying to import all the thing's ive done into Crysis because im starting to learn how to use its editing kit and im reasonably sure crysis would handle the detail very easily.[the hunter quadriped is 31k polies ffs]
Although the lights look really detailed their actualy not i think it was originaly a 12 sided cylinder and went from there.
What i want to do is get the bulk of the model done and then go into full on detail thereafter and add as much as i can possibly do and fix anything needing fixing.
Which was why i posted here for people to point out to things i may have missed.
Video may still be encoding so the quality should get better soon.
Now make a hog with a general lee horn. :P
haha, did that when I first started modding. Just found it on my photobucket Lol.
http://i148.photobucket.com/albums/s...y001/iroc3.jpg
Ive still got a ways to go. I have to fix all the ugly seams, and add little details, and alot of tweaking but this is my base so far.
hot stuff, looks like a monte carlo.
Wow, looks really great. Just noticed off the bat that the front bottom lights are jacked up smoothing wise. but other than that, looks good.
Yeah that front bottom nose is being a real pain with the polyflow and smoothing, and I haven't gotten it just as i like. But thanks!
This was made only from reference photos of my own car, and no orthogonal views or blueprints were used...I am trying to challenge myself here since I haven't touched max since the beginning of summer.
Its a 1990 Camaro Iroc-Z btw