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Thread: Brute Biped W-I-P.

  1. #1
    A Loose Screw Phopojijo's Avatar
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    Brute Biped W-I-P.

    A little W-I-P for Brute Biped. Its obviously got tonnes of tweaking left but the basics are there.

    Feedback is a definite plus.

    AVI 13MB
    H.264 QT7 3MB
    AdobePDF (poorly lit and shaded due to export) (Left click to orbit, right click to zoom, alt-left to pan, left click and circle the mouse to rotate model in the plane of the screen) **Recommend only seeing PDF after viewing playblast**

    Its nowhere near completion, but its to show that its headed on the path towards completion.
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  2. #2
    Yeah, I can fly m13120's Avatar
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    Re: Brute Biped W-I-P.

    Looks good so far. Just keep working on it.
    Last edited by m13120; February 19th, 2007 at 08:41 PM.
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  3. #3

    Re: Brute Biped W-I-P.

    That looks horrible to me... I mean, I know its modeled off of the H3 brute, but it looks grows.
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  4. #4
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Brute Biped W-I-P.

    Pics? Don't feel like downloading tbh, though don't worry about it if it's any trouble - don't want to be a pain.
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  5. #5
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    Re: Brute Biped W-I-P.

    ya pics plz, that'll be nice.
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  6. #6
    I R Serious Texra DaneO'Roo's Avatar
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    Re: Brute Biped W-I-P.

    Just for early notice, the legs won't actually be that apread apart ingame, and has yet to be skinned

    You should see a skin on it in the next week or so
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  7. #7
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: Brute Biped W-I-P.

    Quote Originally Posted by Freelancer View Post
    That looks horrible to me... I mean, I know its modeled off of the H3 brute, but it looks grows.
    "It looks grows"? What? Did you mean gross?

    Like I said before, I don't like how you've modelled it. The .pdf is impressive, I wasn't aware that you could do that kind of thing with .pdfs, only quicktime files. The poly distribution on the rump of the brute is ridiculous. The legs look too low-poly to look finished, yet you are already adding intricate details to them. The face is horrible, plus, as Blam! 1 lacks normal mapping on bipeds, the face will look flat in-game.

    I think that you'd be better off having the mesh of a Halo 2 brute to refer to, poly distribution-wise, etc, and start again.

    To be frank, I don't think you've done a good job with this model, it practically looks like a LOD model with details added onto it.
    Last edited by Reaper Man; February 20th, 2007 at 08:00 AM.
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  8. #8
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    Re: Brute Biped W-I-P.

    niice
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    Re: Brute Biped W-I-P.

    Quote Originally Posted by Freelancer View Post
    That looks horrible to me... I mean, I know its modeled off of the H3 brute, but it looks grows.
    Well, it looks horrible, because its still WIP and it isn't finished yet.
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  10. #10
    A Loose Screw Phopojijo's Avatar
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    Re: Brute Biped W-I-P.

    Quote Originally Posted by Reaper Man View Post
    "It looks grows"? What? Did you mean gross?

    Like I said before, I don't like how you've modelled it. The .pdf is impressive, I wasn't aware that you could do that kind of thing with .pdfs, only quicktime files. The poly distribution on the rump of the brute is ridiculous. The legs look too low-poly to look finished, yet you are already adding intricate details to them. The face is horrible, plus, as Blam! 1 lacks normal mapping on bipeds, the face will look flat in-game.
    There'll be a helmet on it.

    You'll only see the face in certain conditions which I'm not sure if Masters mentioned yet.

    The legs I already said are low poly. Again, I'm waiting until we get a texture and rig on it to see exactly how many polygons are necessary to make it deform correctly.

    I also don't like the rear -- I basically manually cut it as if there were two intesecting spheres attached to the solid armor peices. Again -- solid armor doesn't need a lot of geometry.. put it this way:

    You want to model a perfect cube. Will 12 triangles look any worse than 200 triangles? Nope, they'll all be redundant data.
    Quote Originally Posted by Dano
    Just for early notice, the legs won't actually be that apread apart ingame, and has yet to be skinned

    You should see a skin on it in the next week or so
    Which will then be given back to me to make more cleanups.

    You'll see massive improvements when I see how Dano's texture and Teh Lag's animations will react in various places. I need to see what errors are visible to know what to fix.

    Anywho, I'm off to Toronto in less than an hour -- Be back Friday. Any questions or comments asked with be responded to then. Feel free! Regardless of how limited typing can be, I value every piece of advice given.
    Last edited by Phopojijo; February 20th, 2007 at 01:58 PM.
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