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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Bipeds - Work in Process thread [WIP]

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Author Topic: Bipeds - Work in Process thread [WIP] (6707 messages, Page 185 of 192)
Moderators: Dennis

sshers4
Joined: Apr 28, 2013


Posted: Feb 14, 2015 05:17 PM    Msg. 6441 of 6707       
Hay guys I want to start exporting my model to JMS but it says there are no characters.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 14, 2015 07:27 PM    Msg. 6442 of 6707       
Link your mesh to bip01 pelvis.


sshers4
Joined: Apr 28, 2013


Posted: Feb 14, 2015 07:52 PM    Msg. 6443 of 6707       
Quote: --- Original message by: Spartan314
Link your mesh to bip01 pelvis.


I have link my model to bip01 pelvis still not exporting.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 15, 2015 09:28 AM    Msg. 6444 of 6707       
Quote: --- Original message by: BKTiel
I'd be impressed if I thought you'd made it.


Space ripz.


Tom638
Joined: Dec 7, 2014

H5 was a dissapointment


Posted: Feb 16, 2015 04:45 PM    Msg. 6445 of 6707       
-Altearos Those are some nice grunt shaders! Do you have the grunt ultra and heavy variants too?
Edited by Tom638 on Feb 16, 2015 at 04:45 PM


killzone64
Joined: Jun 9, 2010

if im not at my pc im at the racetrack


Posted: Feb 16, 2015 11:12 PM    Msg. 6446 of 6707       
aah the memories.... the horrible memorys of working on porting the reach grunts back when i had no idea wtf i was doing and ripping from reach was new to everyone XD



btw, nice looking stuff altheros
Edited by killzone64 on Feb 16, 2015 at 11:16 PM


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Feb 17, 2015 05:11 AM    Msg. 6447 of 6707       
Quote: --- Original message by: Altearose
http://screenshot.xfire.com/s/130281911-4.jpg


They are pretty good. Maybe you can edit the illums textures to get it more powerful ? Other than that, they are cool.

PS : It's cool to show always stuff. It's the time to release.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Feb 17, 2015 07:01 AM    Msg. 6448 of 6707       
If I can give you a personal opinion, it would be nice to work Tag by Tag, Try to not overloading yourself with work and you will do awesome things ! :)

Other than that, can't wait to see more about your future ports !


Tom638
Joined: Dec 7, 2014

H5 was a dissapointment


Posted: Feb 17, 2015 12:59 PM    Msg. 6449 of 6707       
Quote: --- Original message by: Altearose
http://screenshot.xfire.com/s/130281911-4.jpg


Nice! Are these grunt's helmets/methane tanks permutations or not? For example, could the grunt ultra have its helmet knocked off in combat like in Halo reach?
(kinda thinking CMT Brutes style here)
Edited by Tom638 on Feb 18, 2015 at 05:44 AM


samnwck
Joined: Sep 4, 2014


Posted: Feb 18, 2015 10:27 PM    Msg. 6450 of 6707       
Here's an update on the Space cow, hopefully diffuse map will be next. Just a quick turntable.
http://youtu.be/V-Gbw2t9PcU



This is a very early flesh out of the eye, just looking for some crit on it at this point.

Edited by samnwck on Feb 19, 2015 at 10:55 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 20, 2015 10:54 AM    Msg. 6451 of 6707       
Quote: --- Original message by: samnwck

Here's an update on the Space cow, hopefully diffuse map will be next. Just a quick turntable.
http://youtu.be/V-Gbw2t9PcU

http://i.imgur.com/qdHIdYV.jpg

This is a very early flesh out of the eye, just looking for some crit on it at this point.
http://i.imgur.com/mfNXJ02.png
Edited by samnwck on Feb 19, 2015 at 10:55 PM


Hmmm the space cow head reminded me more of a hippoish creature.

Perhaps something more in line with this would suit your description better?


I also think the scaly skin detail mesh structure is way too deep and detracts from the overall head.

At first I thought "OMG Why does it have cancer?" Then I saw the head, what I'm saying is tone down the facial detail so we can take in the main mesh (the head) and then pick up on the finer details.


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Feb 21, 2015 02:05 PM    Msg. 6452 of 6707       
and now for something that could actually be seen in halo

http://p3d.in/rsHaF
Edited by Vergil on Feb 21, 2015 at 05:36 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 27, 2015 11:22 AM    Msg. 6453 of 6707       
Quote: --- Original message by: Vergil

and now for something that could actually be seen in halo

http://p3d.in/rsHaF
Edited by Vergil on Feb 21, 2015 at 05:36 PM


I found your comment "and now for something that could actually be seen in halo"











Super bitchy.


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Feb 27, 2015 06:02 PM    Msg. 6454 of 6707       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Vergil

and now for something that could actually be seen in halo

http://p3d.in/rsHaF
Edited by Vergil on Feb 21, 2015 at 05:36 PM


I found your comment "and now for something that could actually be seen in halo"











Super bitchy.


Someone doesn't know the definition of that word, can't expect more from you, however

Thanks for the relevant crit on my work btw


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Feb 27, 2015 10:52 PM    Msg. 6455 of 6707       
Quote: --- Original message by: SOI_7
Quote: --- Original message by: darksoldier

http://img11.hostingpics.net/pics/875991haloce2014072119250927.png


That's so pretty! O____O
It would be cool to see the stock Halo Ce models with OS shaders, maybe with better cubemaps and normal maps


Before my comp asploded I had done just that. I was getting ready for a release too...


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 28, 2015 07:44 AM    Msg. 6456 of 6707       
Quote: --- Original message by: Vergil
Thanks for the relevant crit on my work btw


Ur turtely welcome.


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Feb 28, 2015 12:22 PM    Msg. 6457 of 6707       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Vergil
Thanks for the relevant crit on my work btw


Ur turtely welcome.


man this guy's bscly arby but with the idea that he can actually contribute to the community

at least arby found his place, good for him


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Mar 1, 2015 12:40 PM    Msg. 6458 of 6707       
Quote: --- Original message by: Vergil

and now for something that could actually be seen in halo

http://p3d.in/rsHaF
Edited by Vergil on Feb 21, 2015 at 05:36 PM


its the halo ce spartan im dumb
Edited by RabbitFood on Mar 6, 2015 at 12:20 AM


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Mar 2, 2015 03:37 AM    Msg. 6459 of 6707       
Quote: --- Original message by: RabbitFood
Quote: --- Original message by: Vergil

and now for something that could actually be seen in halo

http://p3d.in/rsHaF
Edited by Vergil on Feb 21, 2015 at 05:36 PM



The legs seem a bit too slanted back from the torso, but maybe that was intended for easier rigging?
its the halo CE spartan you're dumb.


sshers4
Joined: Apr 28, 2013


Posted: Mar 2, 2015 07:03 PM    Msg. 6460 of 6707       
hay guys i got my running animation working but when the thorn beast run i see his leg stretches and he stops running for a while.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 3, 2015 01:58 AM    Msg. 6461 of 6707       
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.


sshers4
Joined: Apr 28, 2013


Posted: Mar 3, 2015 06:59 AM    Msg. 6462 of 6707       
Quote: --- Original message by: Spartan314
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.




It actually does move one of his leg is stretching a lot and for a while he stops moving.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Mar 3, 2015 07:12 AM    Msg. 6463 of 6707       
Quote: --- Original message by: sshers4
Quote: --- Original message by: Spartan314
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.




It actually does move one of his leg is stretching a lot and for a while he stops moving.


A video might be helpful. Though it sounds like the animations file is set up badly.


sshers4
Joined: Apr 28, 2013


Posted: Mar 4, 2015 04:33 PM    Msg. 6464 of 6707       
Quote: --- Original message by: Cheddars
Quote: --- Original message by: sshers4
Quote: --- Original message by: Spartan314
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.




It actually does move one of his leg is stretching a lot and for a while he stops moving.


A video might be helpful. Though it sounds like the animations file is set up badly.


well here is the picture of the leg.






Its stretching.

by the way ignore the white texture I can easily fix that.
Edited by sshers4 on Mar 4, 2015 at 04:35 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 6, 2015 09:39 AM    Msg. 6465 of 6707       
Quote: --- Original message by: sshers4

Quote: --- Original message by: Cheddars
Quote: --- Original message by: sshers4
Quote: --- Original message by: Spartan314
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.




It actually does move one of his leg is stretching a lot and for a while he stops moving.


A video might be helpful. Though it sounds like the animations file is set up badly.


well here is the picture of the leg.

http://s3.postimg.org/o3f6xnzpv/OS_Sapien_2015_03_04_21_32_53_80.jpg




Its stretching.

by the way ignore the white texture I can easily fix that.
Edited by sshers4 on Mar 4, 2015 at 04:35 PM


Hahahhaha it looks like a penis with claws.


sshers4
Joined: Apr 28, 2013


Posted: Mar 6, 2015 09:44 AM    Msg. 6466 of 6707       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: sshers4

Quote: --- Original message by: Cheddars
Quote: --- Original message by: sshers4
Quote: --- Original message by: Spartan314
How long is your running animation? And is it just a movement of left leg then the right leg?
I haven't touched 3P animations in a while but I think all of the ones I reviewed has multiple steps.




It actually does move one of his leg is stretching a lot and for a while he stops moving.


A video might be helpful. Though it sounds like the animations file is set up badly.


well here is the picture of the leg.

http://s3.postimg.org/o3f6xnzpv/OS_Sapien_2015_03_04_21_32_53_80.jpg




Its stretching.

by the way ignore the white texture I can easily fix that.
Edited by sshers4 on Mar 4, 2015 at 04:35 PM


Hahahhaha it looks like a penis with claws.



Xd it looks freaky aswell lol.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 6, 2015 08:26 PM    Msg. 6467 of 6707       
Make completely sure your vertices are weighed to the correct bones.


Tom638
Joined: Dec 7, 2014

H5 was a dissapointment


Posted: Mar 25, 2015 01:14 PM    Msg. 6468 of 6707       
What is it meant to be? Some wild animal?

Spikes remind me of the Thorn beast, but its way too tiny and evil to be that.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Mar 27, 2015 06:37 AM    Msg. 6469 of 6707       
I've been dorkin around with the cmt cyborg to make mp version shaders, added some light decals, corrected others - thought I'd share - (this version is without OS)




without multiplayer color at the moment - same brightness and cubemaps, tan/gold tint on armor is from the potato lightmap.

Lights on the head transition between cyan and blue, lights on the shield generator transition between blue and violet and white.
The model had a shader that was set to invisible, I can only guess that this was either a special effect with the shields and color transition of the collision model and shader, or, and unfinished permutation geometry? Dunno

The CMT team did a superb job on the model and shaders, but seemed to not complete the lights on calves, lights on front codpiece belt were in the wrong spot, back of leg shields and head lights were skewed against the geometry, so I corrected where I could and took creative license elsewhere. First version of lights made him look like a cyborg christmas tree. Hopefully this version os viewed as complimentary.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 27, 2015 10:49 AM    Msg. 6470 of 6707       
Damn fine. But the buttcheek lights look funny.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Mar 27, 2015 07:57 PM    Msg. 6471 of 6707       
Nah - that's not on the butt skid plate, it's on the upper right rear thigh plate to match the left thigh plate - and thanks, I should have posted different angles.

Will post multiplayer color permu's later tonight maybe on a brightly lit map, and a dark map - in b30 evolved, in shady canyons and dark places, you don't see your own biped - so I understand why it wasn't priority to complete the lights, or make a MP version - you can see a typical silhouette in multiplayer, but the lights add to determine rotation region and movement vector - and I agree, it's sexy without being a gimmick/novelty.

I hope the biped creator releases os/non os original bipeds and shaders (hint hint). The animation file is not CMT original because this is non-OS version, the OS version on extraction had multiple errors when attempting use.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 27, 2015 08:24 PM    Msg. 6472 of 6707       
This looks great!


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Mar 28, 2015 04:36 PM    Msg. 6473 of 6707       
Left to right: Maroon, Red, Blue, Cobalt, Yellow, Green - using standard halo multiplayer RGB values



Without color



In the shadows



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 29, 2015 10:35 AM    Msg. 6474 of 6707       
Really liking the wear and tear.

I think however that most of the lights should be one hue.

Having purples and blues makes it seem covenanty.
Edited by SS Flanker on Mar 29, 2015 at 10:35 AM


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Mar 29, 2015 07:05 PM    Msg. 6475 of 6707       
I agree - plain white lights seem the best fit, duplicated a shader geometry, set lights as decals, added metal scratch detail

without color, also redid forearms, rubber mask, and first person arms




Red vs Blue



Sexy jazz hands



* i

and shield color based on player color


Edited by Slap Happy on Mar 29, 2015 at 07:28 PM

 
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