In my opinion it will look nice. Something similar has been done before.
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In my opinion it will look nice. Something similar has been done before.
That ghost looks great man.
It looks kinda nice, but I think you went kinda over on the dents, scratches, unless its a thousand-year-old Ghost, which I wouldn't be suprised.
Looks Unreal-ified.
I like it a lot. Personally, I'd have to see it ingame to see whether I thought it fit, but my first thoughts were certainly jaw-drop related.
In addition, since this is the first time I've posted in this thread, amazing work throughout, Dane. It's insane. I have never been so impressed by models and textures working together to be epic. Of course, reading through all 60+ pages of the thread at once didn't help with the overwhelming feeling. :D
It looks less regal and more like it survived a meteor shower. The details and re coloration look nice, but I would probably only use it in levels that are already war torn. Places where it is understandable that it would have so much wear and tear, because of flood or human attacks.
Its the bumpmaps that make it look worn and torn from what I can see, it will probably look alot cleaner ingame.
Was it rendered in unreal or in 3DS Max? I'm guessing the latter, but this is just out of curiosity.
Didn't I say the bump was there for the render?
Ingame CE it's not going to have any of that....
Cmon, jesus.
Un rendered
http://img243.imageshack.us/img243/2007/62467194tc7.jpg
http://img260.imageshack.us/img260/3586/62991099ew8.jpg
The detail is pretty good, but the addition of the red colours reminds me of the heretics. In terms of the quality of the bitmap, it's great, but I prefer the clean, shiny look from Halo 3 as well.
nah it looks more regal, like the brutes 'red' vibe.
Damn thats sweet. I don't really know much good crit though....
I just wish to see more lights :)
Before dane gets anymore shiny comments, Theres no cubemap or specular map in those pics, so it isnt shiny.
^ someone needs a nice big cookie for being so dam logical
He is correct. That is a max screengrab. In ce it'd have some sort of uber shiny cube happening on it, with the addition of the multipurpose..
Very nice.
Dane, I meant Unreal Editor 3 not ingame Halo CE ;).
Oh that looks much better. I love the variation of color.
Doing the banshee right now, I'll post that soon. Again, it's a massive edit of the original bitmap, lots of work into it, but don't go thinking I did the thing completely from scratch.
http://img20.imageshack.us/img20/2465/83262761tu5.jpg
Again, max screengrab, imagine that with specular and a cubemap and you've pretty much got CE.
http://img520.imageshack.us/img520/3781/32762238nr4.jpg
http://img440.imageshack.us/img440/3434/42404032by2.jpg
http://img440.imageshack.us/img440/4734/26822578ve7.jpg
Quick and dirty import into PC with HMT
Looks nice. Can't wait to see how it all comes together ingame.
Sweet stuff Dane. Love the subtlety of the cubemap. Also, particles for the ghost - you gunna do any? The ones that use the h1 grav lift particles failed, some custom ones would be sweet, or something simple like they did with h2ce back in the day (line like things). It'd be awesome if you could get a conical glow sorta thing going, but I doubt that's gunna happen with h1 D:
I like the warthogs cubemap, cause it kind of acts like a phong shader xD
but yeah, I doubt I'd do any of that shit on my end, masterz has probably already upped the particle effects for the ghosts anyway
Have no fear reaper man, we have already added ground effects to the ghost.
Awesome stuff, looking forward to seeing it. I'm curious, did you ever try getting the ghost to lean when it strafes like in h2? Adds to the awesome factor imo.
hot dayum
Wow. I love the look ingame of the ghost and the banshee. Can't wait to do my usual "walk in circles and examine the hell out everything" maneuver with these. :D
you do know about viewport shaders right? http://www.bencloward.com/tutorials_shaders1.shtml (real time shaders) Anyways, I like the ghost. Seems like there is a tad bit to much grunge however.
For the record, the halo 3 ghost has just as much detail and grunge stuff on the diffuse as mine (if not more), the only difference is that it's using a fall-off specular shader, which gives the armour a smooth fresnel effect on the mesh boundaries, giving the metal a clean, yet detailed appeance.
i.e, you judge the shader on material expression, not one bitmap.
If I was to make it "clean" looking for CE, it'd look almost cel shaded, or noob textured. Sorry, not going there.
Find something valid to nitpick over.
I never said make it clean. I said it has too much grunge. It looks a little overdone. The banshee looks perfect texture wise. Its just the ghost looks cluttered with dirt/grunge. Don't get me wrong, still looks amazing, just a little crowded.
I personally think they both look fine. They have that nice smooth reflection to them while still looking covenant-beetle-ish. Maybe try and make the little blue lights brighter in game, but other then that I can't complain about any of it.
To make the ghost tilt when you strafe can't you just edit the strafe animations so that it tips down a bit to the side while it is strafing? I agree that that would be a nice effect. That probably belongs in one of the CMT threads and not Dane's personal thread though.
Do you even know what grunge is? Read my post again. Also, I also find it ironic that your saying it's overdone, when the stuff I've seen of yours looks underdone.
As I said, shaders are the respresentation of material expression, not a single bitmap. It's a whole collaborative effort between different aspects.
I love the m1 garand man! =DD
I figured it's been a long time since I updated first post, so i put all the junk I've done into it, plus some new stuff.
Damn, that new stuff is amazing, keep it up!
I'm not exactly Mr. Gun savvy, but aren't the rounds supposed to be positioned horizontally in the magazine? It looks like you've got them pointing down.
its the FUTURE, man. but yea thats friggin weird, dane
Well it's not like the clip in the Assault Rifle makes much sense either.
mb, just mb... that assault rifle fires 4 rounds of ultimate ownage...
and tbh I dont think we should challenge the practicalities of this texture as it is of the Halo universe in which aliens jump around shouting 'wort, wort, wort' :P
awsome texture none the less.
protip: it's not a clip
protip #2: actually it does, the high points near the back should curve inwards though to prevent rounds springing out of their own accord
but you know it's actually the right shape for a magazine so how you came to that conclusion is beyond me
I love the AR skin but is there any chance you could make a weapon look new. Don't get me wrong, grunge does look awesome on weapons, but EVERYTHING you have textured is made to look battered Lol.
I'm sure its just Dane putting his personality into his work. When you reflect yourself in your work it becomes more unique.
Yeah, I know. I just figured that something new looking might be different for Dane. I wasnt saying that the way he textures atm is bad or anything.
AR clip is me being a dunse. I couldnt find the bitmaps for the original AR clip anywhere, and couldn't find any pictures of it so my lack of knowledge of guns went hand in hand, lolol. Will fix.
Also hunter, I don't like new guns. They lack character.
A little suggestion, it might not be something you thought of: Don't texture the round onto the magazine, instead model a round (or plane to put a round texture on) and texture that instead. That way the animator can use a node to make that round "disappear" during the reload empty animation so no one says "lol hows there a bullet in there when i just ran out". Its not a huge deal obviously but if your a few gun toting war mongers who notice that kind of thing (me) will thank you. Provided that this is going in game at all.
That and a loaded mag would have a round sitting in the arch created by the two inward-bent tabs at the rear of the mag, rather than just a block and some empty space in front
Spiker blades look incredibly dull (as in not sharp) and what happened to the awesome blood on them? D:
So I'm skinning Wols Mark V -
http://img167.imageshack.us/img167/7...kvprog1is4.jpg
http://img510.imageshack.us/img510/6...kvprog2xl3.jpg
Also a turntable render vid:
http://files.filefront.com/wol+markv.../fileinfo.html
Download it, the filefront player shows it as stretched because I exported in square pixels to protect the aspect ratio of the video.
Not done btw, just pretty much got it all covered now I can polish it. Also, thanks to Boba for the design of the back area rubber. Rep him.
Awesome model is awesome btw. Rep Wol for it if you haven't already.
Also thought I should mention what I used to make it, bodypaint for doing the heightmap for the armour and mudbox for the organics between the armour and overall detailing, photoshop for painting layering and bringing and editing the whole thing together.
Also just noticed theres an un uv mapped plane on the lower back armour, there for lights I think, but I'm not gunna use it, no point. Just forgot to delete it.
Oh your God.
Thats incredible.
not a big fan of the visor. seems a little dull.
Moar shiny.
moar.
The visor I haven't quite worked out what I was doing for that, whether putting a cubemap in it or putting him in some sort of scene to reflect. That and some sort of fresnel effect.
Put it in unreal pretty trashy but it looks ok, the only thing I don't like is the way import compressed the shit out of the textures, so they look very xbox360 ish up close.
Some of the designs in the belly/lower back rubber regions look a little superfluous. Still, rest is pretty awesome, and if I ever got my hands on something like that in-game I probably wouldn't give a shit.
I agree with you there, I'll see If I can improve it, seems a bit too liney, needs more large padded shapes.
Hey Dane, what is the little patch of dark gray/black on the back? It's on the backpack area at the bottom right.
Yeah, I mentioned that allready. It's a plane wave had there for lights or something that has a planer uv map so it's literally showing the entire texture in that small space, I just forgot to remove it for those renders.
Everything seems great except the patterns on the visor. They seem overcomplicated and just not human in design - the smaller lines that is.
Duely noted
Oh, I see. Yet again I fail to read. ;]
Holy Dane thats amazing =]
Wow that looks really nice. You going to do FP arms too?
Dane, that's just sick. Keep it up.
Do I see Forerunner styled textures on the back?
That looks amazing Dane, true piece of art. I cant use the 360 video though because Windows Media Player is missing a codec.
Am I the only one who sees a face in the back of the calf armor?
>_>
p.s. dane hurry up with this and finish my stuff :(
Really nice model (WOL) and great texturing Dane, i love it all, except the visor, i've never being a fan of the lines they added in the centre the visor in Halo 3, i'd love to see it without those also the lines on the side of the visor 'creeping' in would look better smaller/with a lower opacity.
OH FUCK. You brought justice to that model, man. Holy shiet. You know, the skin just points out to me about how stupid i am for not making the lower leg and foot armor more detailed. The model lacks big time right there if you ask me. And i never liked how i did the butt-piece, but i couldnt think of anything else when i modeled it. Maybe i'll go back later and redo it if i design something better.
Also, no rep for me, i gave up that flawed system ages ago ;)
The indent on top of the mouth piece is pissing me off, I just don't like it.
posting in a banned users gallery.
Zilla just informed me over MSN, I'm rather shocked.
why :gonk:
Why does everything in "realistic" games have to be brown and grey? I applaud Bungie for daring to put color in their game.
Spartans have shiny green armor because that color best reflects the energy of plasma weapons. >:|
e: yes I know the above armor is technically "shiny" and "green", but I mean seriously. I miss this chief:
http://www.bungie.net/images/games/H...s/still_01.jpg
ee: Oh btw, other than that, both the model and the skin are fantastic. They have a few other minor issues, but none I can see that haven't already been mentioned.
Halo 2 and 3 had him more of a military green and besides, that 70's stove green disgust me.
E: I think its called Seafoam Green :puke:
Whenever I read the books, I always visualise the cheif in the Mark 5, even in the ones where he's in Mark 6. Just think the Mark 5 looks better.
I just see chief inside his helmet. A white face in a black room.
its weird.
Gears of War does it too. I honestly like Bungie's originality with colors; it is what makes them stand out.
Looking back, the bright "seafoam green" isn't the greastest, but I think a few shades off lime would do the color more justice.
I think the skin is great Dane, absolutely no doubt that.
All I'm saying is I really love bold color design (when it's done right, that is- it is very possible to make ghastly combinations). I remember talking to you about that, Dane. I'd just hate to see you go mainstream and go with the established generation of design instead of being forward-thinking and risk-taking.
Like that flood guy, You could easily have made him monochromatic, but instead you decided to give him vibrantly colored fins, which at first I didn't like, but damned if it didn't make him distinctive.
I say, break out of nearly every modern FPS and make that MC green.
Uh. Color change is going to be handled ingame :smug:
Ingame it's not going to look like that :smug:
idiot
wha?
I think that joke went over his head Rob.
He's translating what you were saying in more simplistic terms.
Yea, now i'm really confused. You guys are gonna have to be a bit more straightforward. We were talking about color change or something, and then this totally random side conversation? sparknotes plz :smug:
LOL nice joke rob
incorporate that into a sky box and I will sex you.
lul
thats going into my "inspiration" folder, nice use of custom brushes
love the colors and contrast
also, love seeing something different than normal.
No custom brushes actually. One brush, a standard round one with a simple opacity fade via pen pressure and a slight scatter. Also used a Wacom Graphire, which isn't as bad as I thought it would be. Still it's not as sexy as my intuos 3 at home.
That's why it took me 2+ hours. Custom brushes it'd be over in 15 minutes.
I love the colours that you used, and just the general design of the painting itself. I have no complaints about the piece of art whatsoever.
Just occurred to me this morning while playing guitar that I haven't posted any of my musical shit.
Here are some lyrics I wrote about a particular event that happened one night. Don't ask because I'm not going to explain.
songs called Overdone
Minds playing tricks
playing round town
keeping up appearances
same old senses
2 hours gone
too far from home x2
transit thoughts are polluting my state
too much punishment coupled with fear
precious like pleasure
pressures doubled-up by truth(tears) my dear
our valves are pounding
movements and sounds keep crashing
through this "clean slate"
the short depression
was a stretched transition X4
Can't we
Wait?
Just a moment longer
This bitter
sweet
is a little too familiar
The initial has
passed
but it's shattering loud
scattering the now some how
Volatile calamity offsets clarity
shake the rubber child
dont grip too long
you'll feel those choking pains
The Sweet
warmed far too long
cracked now, it seeped out
receading(preceading) now
that thin transition
was an old reflection x8
Simmer down
creaking with increase
it's just a cake x2
I'll try get some guitar stuff recorded soon.
My favorite part :awesome:Quote:
Minds playing tricks
playing round town
keeping up appearances
same old senses
2 hours gone
too far from home x2
The face seems a bit too long, and the breasts seem off. I don't know what for sure it is, but something doesn't look right on them.
Face aint long. Breasts, maybe, but those tits are the one thing i used a reference for, and thye look fine to me, so.