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Re: offtopic Gallery Thread
Or not. I'm leaning to something more like the Bio Rifle from UT. If the charged shot hits someone, instant death, but if it misses, it lands everywhere around where ever it hit and then explodes if people are near in a big nice green-blue (teal/aqua) flame.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
n00b1n8R
I don't think the CE engine could do the proximity activated explosions your describing though :/
.
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Or yes it can. If you played any of our campaign betas, you'd know :downs:
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Ð4ÑØ *
Yeah, but just like everything else in max, they've unnecessarily complicated it.
Maya does the exact same things as max, plus more, and faster and easier. Applying materials is just a right click > apply material > selection of shader type (blinn phong etc) and then you can change the id or name of it. Listed conveniently and easily underneath the shaders properties are diffuse, bump mapping, specular, ambience and what not. What you want, when you want it. No screwing around with 5 different buttons, or big lists and the need of hotkeys.
Take Jahrain for example. He's a dam good modeller, artist etc. As far as I know, his knowledge in max equals that of his knowledge in maya. Now why on earth does he prefer to use maya for modelling if he's just as good at max?
;)
Don't get me wrong, I love Maya. I use it a lot more often than max now a days. He had posted that max hadn't had a cut tool when I posted that speed work in Maya video, so I was making sure he knew there was one.
Also, it looks uber high poly. Maybe it is just the smoothing though. Oh yeah, that's just one more thing about Maya that is :awesome:. It's smoothing system is a lot better than max's smoothing. Anyway, it looks okay, I don't see any major faults, just somethings you changed in the model that weren't in the concept.
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Re: offtopic Gallery Thread
i prefer max over maya because it's BETTER :awesome:
also, WOT? max's smoothing is way betterer.
you just need to know how stuff workd. i love the fct you can just assign smoothing IDs, instead of going to each edge, and setting to to soft/hard.
i can see why people might feel that's easyer, but thats just because they cant remember what numbers they put on surfaces dur.
also, max is more customizable, and automatically updates in texture changes. i remember doing some scene in maya, and everytime i updated a texture i hat to reload that texture manually. i went mad.
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Re: offtopic Gallery Thread
oh yeah, like how everytime you save a new copy of the texture all you have to do is move the camera and it will change? Yeah thats nice, I didn't know you couldn't do that in maya. That would bug the shit outta me trying to fit a texture and having to reload everytime. :(
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llama, it looks like a party item.
Warning, LOLHEUG PICS BELOW! warning, WORK IN PROGRESS! 40% COMPLETE.
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That reminds me of tweeks models, WoL
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Quote:
Originally Posted by
Wave of Lag
llama, it looks like a party item.
Lol yah, but it really isn't.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
SilentWindPL
That reminds me of tweeks models, WoL
me and tweek are like bros, we share the same talent--but waay different ego, style, and most of all, we like proving that the other guy is a cockfag
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WoL, I want that rifle.
Now. :smith:
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http://i13.photobucket.com/albums/a2...ofwhutwire.png
The spawn of Satan, and a guy that has 1 hour to create a helmet. The Helm of Whut.
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aahahahha, the helm of whut!
Oh, you're serious.
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Got Milk?
[wshot]http://fc01.deviantart.com/fs19/f/2007/246/0/1/Got_Milk__by_Timo12.jpg[/wshot]
Can't get over how well this turned out ^_^
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I'd like it without the red lighting :X
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Wave of Lag
me and tweek are like bros, we share the same talent--but waay different ego, style, and most of all, we like proving that the other guy is a cockfag
ok, you win :saddowns: you're the biggest cockfag
sheesh, i give up already
als, you're a nigger, and i'm nazi <3
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
n00b1n8R
I'd like it without the red lighting :X
I need to find a black pot plant holder or plate to shoot on, instead of a red ceramic one D:
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Re: offtopic Gallery Thread
About the whole max vs maya thing. They are both equals. None is better than the other, as it is implied by preferences. Although one is capable of doing allot more at one thing compared to the other, and another is capable of doing something much more easier than the other, it all depends on what the artist prefers. As for me, I specialize in doing character design and modeling. Thats one thing maya has a much better tool set and work flow for doing. Max on the other hand has a much better design and work flow set up for mechanical modeling, which is why tweek prefers using it. As you can see his best work is of weapons and vehicles.
However, the only thing that outweighs maya against max is the bundled features maya comes with such as fluids, cloth, hair, live motion capture, paint effects, etc which must be purchased separately as pluggins for max (at least as far as I know).
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lolpwnt :3
Well, if Jah says it than I'll believe it. Maybe I just need to try harder with max.
I do really love hypershade though...
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hurrrr it's a start.
i need moar high res.
http://xs219.xs.to/xs219/07362/lolfoot.jpg
cookie for who can guess what it'll be.
i'll be posting alot of updates on this one for sure.
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niiiice Tweek
*edit* if you can pull that model off, you'll win the internet.
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hurrrr, i'll do my best :>
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wait it's not dano's gun is it?
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rofl no
Basically all I'm saying is:
ankle
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OK, its a Darleck and a saucpan tbh.
hawwwww not.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Ð4ÑØ *
rofl no
Basically all I'm saying is:
ankle
ahahaha wrist.
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Quote:
Originally Posted by
Ð4ÑØ *
OK, its a Darleck and a saucpan tbh.
gosh dano, daleks have 7 of those round bits in the corner plate.
gb2 drwho101 tbh :3
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some progress
not too happy with the way the back end of the front bit looks, but meh, that part will be so small, it's negligable.
also need to figure out some mechanist so that all that hinging and stuff would actually work.
http://xs319.xs.to/xs319/07362/wrist.jpg
it's this thing btw.
lol thumbnail.
http://xs219.xs.to/xs219/07362/48_41725.jpg.xs.jpg
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Timo
The sun wasn't too hot last night:
[wshot]http://fc01.deviantart.com/fs21/f/2007/244/5/e/Moon_rise_by_Timo12.jpg[/wshot]
Well, even though it was the moon, it was surprisingly orange :x
Timo that's beautiful :o
*sets as background*
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Whatever it is, it looks awesome tweek! Can't rep you though, won't let me. :(
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Damn where does Timo live? He takes some awesome nature pictures!
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Quote:
Originally Posted by
Classicthunder
Damn where does Timo live? He takes some awesome nature pictures!
http://www.h2vista.net/forums/member.php?u=18
NZ
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haha I'm at college today, and didn't even know they have CS2 on these library PC's, so since I'm stuck here all day (class cancelled) I decided to brush up on my skills.
http://img213.imageshack.us/img213/9...lplate1gj9.jpg
15 minutes, I've also made a bump and spec map too :downs:
yay!
*edit* *rendered*
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Certainly not your best, but fucking awesome for 15 minutes.
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edited picture
*edit* HOLY SHIT these PC's have ArtRage o_____O
I'm lovin it'
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Looks awesome (DANO), tbh. :awesome:
Also, tweek, I've wondered this for a while... does your view port ever lag, and if so, how do you deal with it? Hide sections you aren't dealing with? Seems hard to work with. Anyway, good job.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
flyinrooster
Looks awesome (DANO), tbh. :awesome:
Also, tweek, I've wondered this for a while... does your view port ever lag, and if so, how do you deal with it? Hide sections you aren't dealing with? Seems hard to work with. Anyway, good job.
Here are some of the ways I deal with it:
1. Change to wireframe mode while moving the camera. You will see a huge increase in FSP.
2. Hide any high poly objects or parts of your model your not working on. This shouldn't be that big of a deal.
3. I forget how to activate it, but theres this thing in max that changes your model into a wireframe box when you move the camera, and gets rid of all the FSP lag. I don't use it though, as my models never get that high poly.
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I'm pretty sure it's the button "O." Though I'm not sure I remember correctly.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Tweek
How did you do the texture thing on the tube thing?
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About the "O" in gmax/3dsmax: Yes it is. I had a brief thread asking how to turn this off/on after I had a random keyboard-mashing incident.
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about to leave college for the day, lmfao, I showed the digital media class up some today.
Made this, took me about 45 minutes.
http://img64.imageshack.us/img64/313...etailedna5.jpg
I forgot to plan and make the design tile, I'm stupid and I forgot. Ah well, still looks cool.
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So use it as a centrepiece.
Looks good. Also, that symbol with the two circles in your sig... looks a lot like the Tau divisional emblems in DoW: DC :p
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Quote:
Originally Posted by
Tweek
If you can pull that thing off I will worship you as though you were a god.
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If anybody can, it's Tweek.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Timo
The sun wasn't too hot last night:
[wshot]http://fc01.deviantart.com/fs21/f/2007/244/5/e/Moon_rise_by_Timo12.jpg[/wshot]
Well, even though it was the moon, it was surprisingly orange :x
I didn't like the ooglie-booglie edges I got when I used this widescreen image on my screen, so I made a 1280x1024 version and touched up the edges. I just thought I'd share; it makes Timo's photo so much more beautiful when theres no hard edges.

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Dano, since when do you go to college?
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Quote:
Originally Posted by
Conscars
I didn't like the ooglie-booglie edges I got when I used this widescreen image on my screen, so I made a 1280x1024 version and touched up the edges. I just thought I'd share; it makes Timo's photo so much more beautiful when theres no hard edges.
<snip>
Or you could just use center instead of stretch when you're changing wallpaper(s) :d
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
n00b1n8R
Dano, since when do you go to college?
Since 2 months ago
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Quote:
Originally Posted by
flyinrooster
Looks awesome (DANO), tbh. :awesome:
Also, tweek, I've wondered this for a while... does your view port ever lag, and if so, how do you deal with it? Hide sections you aren't dealing with? Seems hard to work with. Anyway, good job.
dont listen to lama, he makes fail :awesome:
just turning off edged faes makes a huge difference. you can't see whit with edged faces on so many subdivs anyway. plus, that high res stuff you see, that's not like that all the time.
i make a low res mesh (with special techniques to get a proper high res), then shove a turbosmooth on it. tadaah, high res. just take off the turbosmooth, and you can turn on edged faces again.
ye, i hide and unhide alot of stuff, lets me see all around the object while im working on it too, and dont have to worry about other things blocking my view when i rotate around the object.
and the tube, that's not a texture, that's geometry :D
i'll make a timelapse of the next bit i'm going to work on, so you can see how and what and blah.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Tweek
dont listen to lama, he makes fail :awesome:
just turning off edged faes makes a huge difference. you can't see whit with edged faces on so many subdivs anyway. plus, that high res stuff you see, that's not like that all the time.
i make a low res mesh (with special techniques to get a proper high res), then shove a turbosmooth on it. tadaah, high res. just take off the turbosmooth, and you can turn on edged faces again.
ye, i hide and unhide alot of stuff, lets me see all around the object while im working on it too, and dont have to worry about other things blocking my view when i rotate around the object.
and the tube, that's not a texture, that's geometry :D
i'll make a timelapse of the next bit i'm going to work on, so you can see how and what and blah.
:gonk: Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Timo
Or you could just use center instead of stretch when you're changing wallpaper(s) :d
your widescreen image =/= my 5:4. Center leaves black margins at the top and bottom.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
LlamaMaster
:gonk: Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...
He makes a fuckingly hi poly mesh to create the displacement map from (the normal map) and applys it to a lower poly model ingame. It's just saves painting the normal maps by hand.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
Ð4ÑØ †
He makes a fuckingly hi poly mesh to create the displacement map from (the normal map) and applys it to a lower poly model ingame. It's just saves painting the normal maps by hand.
Damn, I didn't know you could do that, thats a really good idea. (my computer would probably explode from all those polys)
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Re: offtopic Gallery Thread
i've got a 3d card wich exels at just pushing raw polycount, it runs pretty smooth, and like it said, my high res "cage" (special low poly), is not that much. its damn wel alot more than your regular "normal" poly model, but its not like 100.000 yet
in any case, the whole process of making it all isnt really hardware-intensive. since it's all raw geometry, no fancy textures, multi-pass shades, pixelshaders, displacement mapping, whatever technical stuff you see in games, it's got no extra load displaying it. (that's when you don't have edged faces on, since that actually adds plenty to be calculated along with the mesh itself)
in short, even you can do it.
Quote:
Originally Posted by lamanoob
:gonk: Also, was it really worth it to model those tiny details on the tubes? Can't you just do that with a normal map? Yes I know, geometry is always better, but still...
told you the lama mackz fail.
I wanted to do more work on it, but i decided to slack off with dano instead.
also, his mom's battery is dead or something. :awesome:
ill do more work tonight.
------------------------
edit:
------------------------
kay.
tonight's work. not much, but meh, every bit counts.
had a lot of problems with this piece, because the concept sucks, 2D =/= acurate :saddowns:
that's also why the foot is so incomplete, the drawing im working from just has some bits floating there, now that might be fine on a concept drawing, but it leaves me to come up with a system that can actually move those pieces around :maddowns:
same goes for that piece of arm. at the top it's right in the middle,but at the bottom, it's aligned with the side of the other bits. and it's slimmer too, so bah, spent a while trying to get that to work, but it worked out in the end i guess.
also, now that i've added some things to it, and get to see the bigger picture, and scale of things, i'm wondering why i put so much effort into SUCH small details you'll never see anyway, it'll be like 1 pixel on the normalmap :saddowns:
wasted effort ftl.
http://xs319.xs.to/xs319/07363/buugggzzzz.jpg
moar tomorrow.
another edit:
the new bit actually has some nice grooves on it, but it diceded not to show up on this:saddowns:, it'll be there next time
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That is :awesome:. Can't wait to see you finish it.
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Yeah, thats the problem with concepting. I'm making a gun I designed, and I didn't think far enough ahead and now I've gotta devise and model a system that a covenant gun operates :X
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http://img111.imageshack.us/img111/4239/h3chiefvr4.jpg
This is something I did for an art show in the summer, copied from a screenshot on Bungie.net and redone in pencil. My scanner sucks, this was the best quality I could make it without cropping the original.
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that's really cool!
i'm curious, did you learn anything from it?
did it somehow help you draw better?
i really need to improve on my drawing.
amybe something like this is decent practice.
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Thanks, I learned a lot from it. I learned:
1. Proportions are everything when you lay out the drawing (in my last chief pic his head was waaay too big).
2. Drawing from real life, or in this case from a picture, can improve you as an artist and help develop your style. Copying from other's artwork, however good, can't because it forces you to use that artist's particular style.
3. Some places aren't meant to be filled in. (His visor)
4. ALWAYS use a good combo of dark and light in your shading to make the picture stand out. Never just sketch an image with no shading and call it done.
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Nice one, though the proportions are a bit out on the helmet
*edit* beat me :P
How long did it take you? An hour, 2?
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Re: offtopic Gallery Thread
3 weeks of art classes, 2 hours each day, so...if I got my math right... that's 6 hours. Not too bad. The first 2 hours were all outlining, and then the other 4 was all shading.
EDIT: Wow I'm the 666 post. Bad luck.
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Re: offtopic Gallery Thread
Actually, you are post 667, DANO is 666. :D
Anyway, looks nice, but some parts on the helmet are out of proportion, as previously stated. The right hand looks a little weird too, but it is still nice.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
fatso784
Aside from the head (which you've pointed out), what's with the shading at the end of his weapon? Looks almost like a cross section of an oak. Other then that, it looks great. Shading in other areas is pretty well done(at least where you put the effort into it).
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Re: offtopic Gallery Thread
The shading on the assault rifle in the actual drawing is not as pronounced as it is on here. My scanner, for some reason, made the lower half of the chief a higher contrast than the upper part.
Also, I recognize the lower left of the helmet is off. The head size is perfect in proportion to the real human body, but I forgot this isn't a normal human head, its a guy with a hugeass helmet on.
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Re: offtopic Gallery Thread
Beautiful drawing :) +rep
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*sets drawing as wallpaper*
:awesome:
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
flyinrooster
Actually, you are post 667, DANO is 666. :D
Anyway, looks nice, but some parts on the helmet are out of proportion, as previously stated. The right hand looks a little weird too, but it is still nice.
That makes a lot of sense that he'd get post #666. It's part of his screen name on Halo, I think.
Also, that drawing wins on so many levels. I consider myself good at sketching, but I can't do real life detail. My best area is detailed cartooning, with some realistic elements.
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http://img513.imageshack.us/img513/7207/chokelr0.jpg
Designed a map this morning, about 30 minutes drawing, Didn't try very hard as you can tell but I got the rough mental picture down on paper.
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Re: offtopic Gallery Thread
I'd model that if I had the time. I like the little levels of ground that go upwards, would make for some fun sniping.
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No need, I'm modelling it right now, pretty much done, kinda. Just gotta tweak all the terrain then start the bases and structures.
*edit* oh snap just finished modelling it, saved it was about to start unwrapping but the file corrupted so I gotta start over :downs:
ah well I guess thats 3 hours wasted, not that bad I guess.
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Re: offtopic Gallery Thread
Bases are kinda :/ They're gonna get hella camped. High ground usually means an advantage. Those bases are going to have to be bigger.
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Well I was going to have the player spawn points right around the edges of the cliffs, barely any near the actual base.
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People are still going to camp. The base needs to be further back; across an open area plus some hills to hide behind like Bloodgulch's base areas. Maybe elevate the bases and the hills near them a bit so you have a sort of shallow ravine between this middle area and the bases. This'll help balance out the offense/defense, but it would still be very hard to get past the middle if there are people there defending the area and not really moving. That's where your tunnels to the side come in; to help provide more routes.
About the side tunnels too, I think two of them could be a potential problem here, especially with your bases so close to the center tunnel "A" right now. Where the side tunnels attach to tunnel "A" should be removed. Instead, place the exit from the side-tunnel up where the rocket launcher spawns. This way, escapees with the flag wont have as many places to run and hide.
Next, it'd be great if one of these side tunnels was removed as I hinted to in my last paragraph. This could open up a whole area for a vehicle route that meanders around in a U shape. It could also provide an alternative foot route, with a teleporter going from base---> 2/5 way around the "U" helping to shorten the running distance along this "U". Then, you have another front that battles can occur on.
I'd provide a drawing of this layout, but I gotta get to bed. PM me if you want one tomorrow.
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Re: offtopic Gallery Thread
a playtest will tell you what's good and bad.
also, one base higher than the other usually doesn't work too well, remember lolcano? that was near imposible with CTF.
i suggest having a similar slope/cliff/stuff on the other side as well, but in a cave for them or something.
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Re: offtopic Gallery Thread
Great drawings all round, also map looks interesting :D
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:awesome:
I just can't seem to draw a chief :saddowns:
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I love the square emotion; somebody should make that.
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Fuck, I really like that style Jahrain. I've never seen it done with PS before, looks sort of like a pencil crayon drawing or something.
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Re: offtopic Gallery Thread
Quote:
Originally Posted by
LlamaMaster
I love the square emotion; somebody should make that.
http://img525.imageshack.us/img525/8162/gayok2.gif
hi Jah :-3
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Re: offtopic Gallery Thread
lol, :jahrain:
lovin the Mark VI/CQB helmet, nice style too. I can never seem to get a style like that :(
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Awesome helmet, unfortunately I got no tablet... :p
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Looks good there...besides for the fact that their tongues look like pussies.
:awesome:
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He does say home, but instead of man he says nah
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http://i13.photobucket.com/albums/a2...7/leonidas.png
For the modest proposal thread. Who knew layer painting could be so much fun :awesome: