Because it fucking well is!
You have a whole bloody trilogy full of Covenant designs. Bugger off and check them out yourself, don't expect us to do everything for you.
There's a difference between someone just calling it shit and someone calling it shit and giving you decent crit/suggestions (like watching a tutorial). Also, you seemed to have skipped the part where I said you come up with ideas. Don't expect everyone else to do your work for you.
Bobby, I think you underestimate how much these people want to help. You think they don't, but you're just not seeing through their criticism on your work. I would rather be told straight up that my work is poor and be linked to some tutorials than to be lied to and never improve. Modeling tutorials will help you make exactly what you want, and doing a little research into covie styling wouldn't hurt either.
And quality content in these forums gets devoured by the half assed effort of arrogant kids.
Snaf pointed you in the right direction. You don't make anything by just taking a primitive and randomly slapping on booleans and meshsmoothing and all of that BS. All that crap does is break your model.
And so I'm not viewed as just an arrogant troll, here.
Beretta 9000 modeling tutorial to show you how to use MAX in a proper way.
Level modeling overview for Halo PC. Contains breakdown of Covenant architecture.
Sorry pal, but that is wrong wrong wrong. What he linked is not something for you to "polish up your skills," it is one of the definitive tutorials on learning to model properly in 3dsmax. I suggest you use it.
Now, I know that everyone has said this, but it is indeed true. What you have shown is something that could be done by anyone without a basic insight to 3dsmax. Proper modelling will never ever look like that, even if you're creating a burned out hulk of something. In addition to the beretta tutorial, I suggest you look at wireframes of completed models from game development companies, or even your peers. I think you know what you want to make, but what you have cannot qualify as a ship. I'm sorry.
Another thing you should do is create concept sketches of what you want to make, from every angle you can. These are crucial for the development of the model, as they give you a static design to work off of, rather than just putting it together as you go. These sketches don't need to be anything more detailed than a basic outline either, just something to look at so you can refine your design easier.
Here's a basic image of a wireframe and a mesh to show you what a cohesive model means. (Yes, I made it way too high poly, I'm fully aware of that)
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Last edited by Jean-Luc; November 11th, 2008 at 11:37 AM.
Those look like something I could do in 3DS. When you hear that, you know you're off track.
bobby, I think something you need to realise is that this isn't just a forum full of random kids, there are a few professional game developers here, and many more longtime modders with the potential to be professionals. More specifically, a large segment of this board's population have been modding Halo Custom Edition for many years and have a good idea what the engine can and can't do. (not that any engine could likely make much of those)
tl;dr, listen to these guys they know what they're on about
Actually, I'd like to add something here.
Bobbysoon, 4 1/2 years ago (13 years old, now 18), I was very much like you. I had just started 3dsmax, and I thought I was awesome. When people came to criticize my work, I lashed out at them and said rather dumb things to reject their help (much as you are doing). However, after a month or so of acting like this, I grew up, realized my faults, and began the road to improvement. I started looking through tutorials, began teaching myself more advanced techniques, and, incidentally, began to know what I was talking about. The lesson I've learned from this is, never ever reject someone else's aid for any reason. Everyone here is trying to help you realize your goal, but your trampling on it and thinking you know what your doing is getting everyone angry, and it will inevitably prevent you from getting anywhere.
To be blunt. Learn, start over, then show.
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