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Author Topic: Weapons - Works in Process thread [WIP] (12971 messages, Page 19 of 371)
Moderators: Dennis

DEEhunter
Joined: Dec 16, 2006


Posted: Oct 3, 2008 12:58 PM    Msg. 631 of 12971       
BAST4RD ROD


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 4, 2008 09:36 PM    Msg. 632 of 12971       
so i played call of duty 4
i realize that right now the colors make it looks like disney world, i just want some feedback. and before you all attack me because there are no holes in the thing, im on a 4000 triangle budget. currently im at 1700. not alot? add the 20 (give or take a few) coming out of the box. lets say that i use a 10 sided cylinder for each bullet with the front face deleted. thats 580 tris on bullets. lets add the little links, assuming i use a 6 triangle piece of geometry for them. thats 120 tris. add that together and you have 700 total. 1700+700= 2400. now lets assume i model the vent holes on the front of the gun with 8 sided negitive extrudes for the vent holes. i tried it before. it ended up coming out to be around 1500 tris for that one piece of geometry. thats 3900, and we arnt even considering the fact that the whole gun isnt modeled yet
in short, im looking for crit on geometry errors, proportion issues, and places where i just didnt model the right shape in
edit: ah yeah sorry for the small res. im modeling right now, so ill render out an 1024x768 when i have an update

Edited by Donut on Oct 4, 2008 at 09:50 PM


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Oct 4, 2008 09:38 PM    Msg. 633 of 12971       
Looks groovy :P
I like it. Nothing wrong that I can see.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Oct 4, 2008 09:39 PM    Msg. 634 of 12971       
Quote: --- Original message by: Disaster
Looks groovy :P
I like it. Nothing wrong that I can see.


Only thing I can see is that you got a lot of prims :D


Advancebo
Joined: Jan 14, 2008


Posted: Oct 4, 2008 09:41 PM    Msg. 635 of 12971       
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: Disaster
Looks groovy :P
I like it. Nothing wrong that I can see.


Only thing I can see is that you got a lot of prims :D


best way to model, if ever opened up one of those 3ds max books in the bookstore, ull see that they dont plane model, they object model.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Oct 4, 2008 09:42 PM    Msg. 636 of 12971       
Box model... I got a book "3ds max 7 Bible" And it was horrible D:


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 4, 2008 09:51 PM    Msg. 637 of 12971       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: Disaster
Looks groovy :P
I like it. Nothing wrong that I can see.


Only thing I can see is that you got a lot of prims :D


best way to model, if ever opened up one of those 3ds max books in the bookstore, ull see that they dont plane model, they object model.

for once, i agree with you. using primitives and intersecting meshes allows you to save all sorts of triangles
case in point, wireframe render of my sniper scope.... i feel bad for whoever ended up unwrapping that
Edited by Donut on Oct 4, 2008 at 09:59 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Oct 4, 2008 10:25 PM    Msg. 638 of 12971       
Quote: --- Original message by: Donut

Quote: --- Original message by: Advancebo
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: Disaster
Looks groovy :P
I like it. Nothing wrong that I can see.


Only thing I can see is that you got a lot of prims :D


best way to model, if ever opened up one of those 3ds max books in the bookstore, ull see that they dont plane model, they object model.

for once, i agree with you. using primitives and intersecting meshes allows you to save all sorts of triangles
case in point, wireframe render of my sniper scope.... i feel bad for whoever ended up unwrapping that
Edited by Donut on Oct 4, 2008 at 09:59 PM

I just do it so awfully compared to you that people tell me not to, but there was that fusion pistol I modeled that looked snazzy....


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Oct 5, 2008 12:38 AM    Msg. 639 of 12971       
Model by Aklass, unwrap and skin by HDoan


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Oct 5, 2008 12:53 AM    Msg. 640 of 12971       
Cavemen Carved that battlerifle out of STONE


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Oct 5, 2008 10:38 AM    Msg. 641 of 12971       
Quote: --- Original message by: ICEE
Cavemen Carved that battlerifle out of STONE

.


Tuaha
Joined: Aug 1, 2008


Posted: Oct 5, 2008 01:11 PM    Msg. 642 of 12971       
Quote: --- Original message by: ICEE
The rocket launcher, plasma rifle and plasma pistol kept the same exact model through halo 1, 2 and 3. They were only reskinned.



...And re-animated


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Oct 5, 2008 02:35 PM    Msg. 643 of 12971       
Quote: --- Original message by: ICEE
Cavemen Carved that battlerifle out of STONE

seriously doan.


Advancebo
Joined: Jan 14, 2008


Posted: Oct 5, 2008 02:37 PM    Msg. 644 of 12971       
Quote: --- Original message by: CLS_GRUNT
Quote: --- Original message by: ICEE
Cavemen Carved that battlerifle out of STONE

seriously doan.


arent battle rifles black?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 5, 2008 05:30 PM    Msg. 645 of 12971       
Quote: --- Original message by: CSFLOYD
Quote: --- Original message by: Tuaha
Quote: --- Original message by: ICEE
The rocket launcher, plasma rifle and plasma pistol kept the same exact model through halo 1, 2 and 3. They were only reskinned.



...And re-animated

lollerpwned not really but thats true ^

your lucky i caught those beige tags before i started typing


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Oct 5, 2008 07:08 PM    Msg. 646 of 12971       
Quote: --- Original message by: HDoan
Model by Aklass, unwrap and skin by HDoan


jeez, how many new assault rifles and battle rifles do people have to make? Can we try to get gameplay, not graphics? Not a whole ton of halo-themed custom guns come through here, and barely any ever make their way into gameplay...

I really don't care for a bunch of Halo 3 style ARs, especially coming from the people who support custom content


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 5, 2008 07:14 PM    Msg. 647 of 12971       
I SUPPORT CUSTOM CONTENT

by the way, in game there wont be a magazine. im making an ammo box and belted ammo for it. the mag is just for rendering purposes
halomaps re-sized mah image :O
right click -> view image, or click here: http://i154.photobucket.com/albums/s277/TheKillerDonut/m249%20wip/m24910c.jpg
Edited by Donut on Oct 5, 2008 at 07:15 PM


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Oct 5, 2008 07:19 PM    Msg. 648 of 12971       
I hope i'm not unwrapping that...


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Oct 5, 2008 08:59 PM    Msg. 649 of 12971       
Put a rocket on the right side of it and it will be perfect. just kidding

How many more gizmos and whatcha-mahoozits do you plan on putting on that weapon anyways?


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Oct 5, 2008 09:06 PM    Msg. 650 of 12971       
Its an m249.

And no hazard, I'll be the one to unwrap it


Advancebo
Joined: Jan 14, 2008


Posted: Oct 5, 2008 09:07 PM    Msg. 651 of 12971       
m249 with a bipod and iron sight?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 5, 2008 10:42 PM    Msg. 652 of 12971       


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Oct 5, 2008 11:01 PM    Msg. 653 of 12971       
Working on normal map first


PenGuin1362
Joined: Feb 4, 2008


Posted: Oct 5, 2008 11:44 PM    Msg. 654 of 12971       
Quote: best way to model, if ever opened up one of those 3ds max books in the bookstore, ull see that they dont plane model, they object model.


Wrong.

Quote: for once, i agree with you. using primitives and intersecting meshes allows you to save all sorts of triangles
case in point, wireframe render of my sniper scope.... i feel bad for whoever ended up unwrapping that


Horribly wrong.


Quote: --- Original message by: Donut

so i played call of duty 4
i realize that right now the colors make it looks like disney world, i just want some feedback.

Edited by Donut on Oct 4, 2008 at 09:50 PM


For starters, you do not use primitive modeling for weapons/vehicles/characters/anything game related. Ever. You use intersecting meshes when appropriate, for example a detail on a flat face, groves in barrels, things like that. Using 20 different objects to form together to resemble a gun is not the correct way. Using plane modeling properly will get you excessively better detail with a much lower tri count then the "box modeling" method. As for the gun itself, it's inaccurate, and lacks detail.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 6, 2008 12:09 AM    Msg. 655 of 12971       
well gee, didnt i say im working on getting the general shape in first? before i put the details in? seriously, please read. i dont think you understand how i model things, and if you do, it doesnt seem like it. im not throwing a ton of objects together to make the gun, i model a portion of it and leave it as a separate object. it makes it easier for me. plane modeling has never gotten the appropriate shape for me, which combined with the fact that i just dont like to plane model, really makes it an undesirable technique. i was not "horribly wrong" in my description of the sniper scope. i doubt you have ever even seen it, much less a wireframe of it. by intersecting the meshes, as i described above, i achieved literally the exact same look using half of the triangles.
as for getting a lower tri count by working everything into one mesh using plane modeling, are you daft? working an object into another object's mesh has never gotten a lower poly count for me, and i cannot imagine a scenario where it would.
now, when you say its inaccurate, what are you talking about? if its a scaling issue, yeah i have problems with getting the scaling correct on weapons, so pointing it out specifically would be helpful. if its the general shape of the gun, i beg of you, provide me with good references. i cannot find many good references of an m249 on the internet. i tried google images with large images only enabled, and still got very little, not to mention different models of the gun. so its going to look somewhat inaccurate compared to a picture. if your on about the biped attachment and the bipod itself, yeah it sucks a dong. im trying to save triangles on things that wont be seen in fp, and as far as having the totally wrong shape on the bipod, i need refs.
really, im not sure if you understand exactly what i did for that model, but my methods have always worked for me
plane modeling works for some, not for others. i am an other.
edit: i just went back and read your post. you said
Quote: for once, i agree with you. using primitives and intersecting meshes allows you to save all sorts of triangles
case in point, wireframe render of my sniper scope.... i feel bad for whoever ended up unwrapping that

was horribly wrong, then turned around and said
Quote: You use intersecting meshes when appropriate, for example a detail on a flat face, groves in barrels, things like that.

the only thing that could be horribly wrong in my statement is saying "use primitives" by which i meant manipulating primitives into recognizable shapes. im pretty sure you are not referring to me saying i feel bad for the person who had to unwrap my sniper scope, because you were not him.
since im in an edit, how would you suggest modeling the grooves on a barrel? i would use a spline for something like that if i understand what you are talking about
Edited by Donut on Oct 6, 2008 at 12:22 AM


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Oct 6, 2008 12:26 AM    Msg. 656 of 12971       
I like how you guys skipped me


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Oct 6, 2008 12:27 AM    Msg. 657 of 12971       
Quote: --- Original message by: HDoan
Working on normal map first

Is that still my unwrap? and that looks good, make shure you dont go crazy with the filters and make it look like stone.
Edited by CLS_GRUNT on Oct 6, 2008 at 12:27 AM


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Oct 6, 2008 12:28 AM    Msg. 658 of 12971       
You unwrapped this? Should have told me and sent the build before me and Dee did.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Oct 6, 2008 12:29 AM    Msg. 659 of 12971       
Quote: --- Original message by: HDoan
You unwrapped this? Should have told me and sent the build before me and Dee did.

I did send you the build and I still have the unwrap on my desktop.


PenGuin1362
Joined: Feb 4, 2008


Posted: Oct 6, 2008 12:40 AM    Msg. 660 of 12971       
You don't seem to understand how to "properly" use plane modeling. just because everything is one object does NOT make it one mesh. The majority of the object will be one mesh, especially when details include groves, and holes. However when you stack various cylinders (such as like you possibly did in your scope), or add something like a screw head to a flat surface, you do not need to connect the two together. When you get more practice with that method you begin to understand how apply certain tricks that will reduce tri count. Now when you use primitives to model you get all sorts of unnecessary intersecting meshes that add to the triangle count.

To prove my point, your model is currently 1700 triangles. That's without a dust cover, bullets, box mag, other various details, and some inaccuracies. And your goal is 4,000 tris.



Now that model right there is an M60E4 and 6,000 triangles (excluding the EOTech and PEQ-2) Except that's replacing the basic M60 fore grip and dust cover with the Mk43 mod. This means it's adding a bunch of rails so if i did the basic M60 model it would knock off probably another 1,000, if not more triangles. So to do a model similar to yours, with more detail, better accuracy, and using plane modeling it would only be 1,000 more triangles then your goal, with better results.


Now there's nothing wrong with you liking that style, however if you have any desire to improve, you can not stay with that method and still make practical models for games. It is a very beginner style of modeling. Plane modeling works for everyone, you just have to learn it, like everyone else did. I used to think spline/box modeling worked too >_>.

For inaccuracy the whole general area around the fore grip and heat shield is just wrong, especially by the forward sight. And those bumps you have the fore grip are actually groves, not raised bumps. And the general receiver is a bit off.

Quote:
since im in an edit, how would you suggest modeling the grooves on a barrel?


I was saying i believe you did them right, making the indent a different cylinder mesh. And Intersecting meshes, same object. Not intersecting primitives. Can be very different.
Edited by PenGuin1362 on Oct 6, 2008 at 12:43 AM


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Oct 6, 2008 12:55 AM    Msg. 661 of 12971       
Thats an awesome gun pengy, hard to believe its only 6k tris.

Edited by HDoan on Oct 6, 2008 at 12:58 AM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Oct 6, 2008 01:03 AM    Msg. 662 of 12971       
what did you do to learn plane modeling? i use it for simple parts that i can model flat with a plane then extrude the edges on, but i dont really understand how to apply it in a more 3d sense. every time i have tried that, the result has just come out a ridiculously high triangle mess
did i mention i have OCD that causes me to stop whatever im doing when im in school to shut any open locker door? that little issue of mine makes me skeptical about everything i do. honestly i dont even like where my model is going now, and i have to scrutinize pictures of m249's for hours before i can model anything. mind giving me like... 800 tips on plane modeling?
edit: i think iv been making it seem like i literally take a straight primitive and stack things on top of it. for an object, i usually set up the boundaries using one box, then use various tools on it to make it look like i want. its not like i make a house by pushing 4 boxes together
edit 2: it occurred to me that im probably coming off in a very "dickish" way if you will. i didnt realize that you actually wanted to help, and not just complain. after all, this is halomaps. im not used to knowledgeable people
Edited by Donut on Oct 6, 2008 at 01:16 AM


PenGuin1362
Joined: Feb 4, 2008


Posted: Oct 7, 2008 08:23 PM    Msg. 663 of 12971       
HA! COD 4 models are pathetic compared to that.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Oct 7, 2008 08:25 PM    Msg. 664 of 12971       
Quote: --- Original message by: PenGuin1362
HA! COD 4 models are pathetic compared to that.
A little full of himself, but it's true.


PenGuin1362
Joined: Feb 4, 2008


Posted: Oct 7, 2008 08:28 PM    Msg. 665 of 12971       
More like disappointed in Infinity Wards work. Their base models are quite unimpressive for a professional company, not to mention inaccurate.

 
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