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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 186 of 192)
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MEGA_VKNG
Joined: Dec 23, 2013


Posted: Mar 29, 2015 07:48 PM    Msg. 6476 of 6707       
You have color where there shouldnt be any, especially the helmet.



DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Mar 30, 2015 09:13 PM    Msg. 6477 of 6707       
Quote: --- Original message by: Slap Happy

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

http://i1028.photobucket.com/albums/y348/Nervebooger/haloce-20150329-165019_zpsxjdg4gfp.png
http://i1028.photobucket.com/albums/y348/Nervebooger/5_zpsbm0vb9ax.png

Red vs Blue

http://i1028.photobucket.com/albums/y348/Nervebooger/3_zpsyqa691jd.png

Sexy jazz hands

http://i1028.photobucket.com/albums/y348/Nervebooger/haloce-20150329-165034_zpsklftngry.png

* i

and shield color based on player color

http://i1028.photobucket.com/albums/y348/Nervebooger/x-shield-color_zpszgr75pwc.png
Edited by Slap Happy on Mar 29, 2015 at 07:28 PM
nice|)


killzone64
Joined: Jun 9, 2010

if im not at my pc im at the racetrack


Posted: Mar 31, 2015 04:54 PM    Msg. 6478 of 6707       
great looking bipeds slap happy.

im sure we will see a lot of cmt related stuff this ce3


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Apr 8, 2015 12:56 AM    Msg. 6479 of 6707       
Thanks for feedback

Made some changes

Visor brim, back of head, belt device, leg device, shin buckle and rubber contrast

Blue



Red vs Blue



Red



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 8, 2015 05:55 AM    Msg. 6480 of 6707       
No they look bulky. I'm not feeling the blue it seems a little too dark and flat. Red looks spot on tho.

You must be so slap happy with your biped.


NeX
Joined: Apr 11, 2013


Posted: Apr 8, 2015 08:14 PM    Msg. 6481 of 6707       
Looks a little oversaturated imho.

Here's the version I worked on (no OS) in cobalt



Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Apr 9, 2015 01:42 AM    Msg. 6482 of 6707       
Very nice Nex!

I like em a bit scratched/worn, and dark enough to show native halo rgb values:

Fixed them shaders:




I had a smooth/bright one initially but it looked a bit to white-ish/pastel kinda on the colors - when I put the original next to it, it didn't seem to match the cmt theme - just teachin myself how to do it.

The small lights on the belt line? On original cmt - they are near the top of the belt, even tho there were recesses down lower. First mutli colored lights made him look like John Lex got a hold of it for Christmas tree cyborg, VIVA LA CYBORG! : ) (No offense John)
Edited by Slap Happy on Apr 9, 2015 at 01:50 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 9, 2015 03:46 AM    Msg. 6483 of 6707       
Reminds me of your hard-candy shaders. :)


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 9, 2015 05:16 AM    Msg. 6484 of 6707       
Why are you making the scratches changing of color there ?
You could work on that by either finding a way to use the color or just do hand painting on the bitmap until it looks good.
Otherwise I think the colors are too dark too, but it depends on the creator's tastes.


NeX
Joined: Apr 11, 2013


Posted: Apr 9, 2015 06:29 AM    Msg. 6485 of 6707       
Only depends whether you believe the armor plates are solid color throughout or just painted on the surface. Im inclined from the books that the ceramic alloy outer plates would probably have the color baked in at least a few layers deep, so having the worn/scratched surface detail be a similar color makes sense.
On my first pass at this spartan i spent like an hour in photoshop with the pen tool making paths around all the colored vs scratched details to prevent scratches from changing color in the multi_alpha, but it ended up looking like dog vomit, just way too noisy and contrasting


SOI_7
Joined: Mar 23, 2012

Tatsumaki best waifu


Posted: Apr 9, 2015 09:31 AM    Msg. 6486 of 6707       
Quote: --- Original message by: NeX
Looks a little oversaturated imho.

Here's the version I worked on (no OS) in cobalt

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


Oh, dear Lord! I can't believe those are vanilla shaders! Excellent work!


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Apr 10, 2015 04:22 AM    Msg. 6487 of 6707       
As stated - I'm trying to keep close to the originals, and fixing/adding what I want, such as the lights, ankle armor, etc. Some people like their bipeds to look brand-new, unscratched, super shiney - fresh out of the armor store - Sometimes I like that too, but not my primary goal.

I like full color, not a washed out pastel or flourescent, or a kinda-like color, I like what I like

Matt's pic (with OS):



comparison of mine and cmt's original diffuse/multi:




And I also listen . . . I hear you guys like shiney things without scratches! But do you also like shiney things that are colored correctly?

Blues are blue, not "liesure suit sky-blue", red is not mauve, green is not soilent, cobalt gives me wood, and maroon is not darker red, it is maroooooooon! :)

Shiney Colorful objects:





I guess I don't listen very well, heh - sorry.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Apr 10, 2015 08:33 AM    Msg. 6488 of 6707       
Quote: --- Original message by: Slap Happy
As stated - I'm trying to keep close to the originals, and fixing/adding what I want, such as the lights, ankle armor, etc. Some people like their bipeds to look brand-new, unscratched, super shiney - fresh out of the armor store - Sometimes I like that too, but not my primary goal.

I like full color, not a washed out pastel or flourescent, or a kinda-like color, I like what I like

Matt's pic (with OS):

https://dl.dropboxusercontent.com/u/6240433/Halo/tse/2.jpg

comparison of mine and cmt's original diffuse/multi:

http://i1028.photobucket.com/albums/y348/Nervebooger/comparison_zpsj6fefxev.png


And I also listen . . . I hear you guys like shiney things without scratches! But do you also like shiney things that are colored correctly?

Blues are blue, not "liesure suit sky-blue", red is not mauve, green is not soilent, cobalt gives me wood, and maroon is not darker red, it is maroooooooon! :)

Shiney Colorful objects:

http://i1028.photobucket.com/albums/y348/Nervebooger/0screenshot00_zpsa6n68f0z.png

http://i1028.photobucket.com/albums/y348/Nervebooger/2screenshot00_zps84yxfjy7.png

I guess I don't listen very well, heh - sorry.
just a fabulous as me good job ^_^.


Caesar
Joined: Jul 1, 2013


Posted: Apr 10, 2015 01:08 PM    Msg. 6489 of 6707       
Quote: --- Original message by: Slap Happy
As stated - I'm trying to keep close to the originals, and fixing/adding what I want, such as the lights, ankle armor, etc. Some people like their bipeds to look brand-new, unscratched, super shiney - fresh out of the armor store - Sometimes I like that too, but not my primary goal.

I like full color, not a washed out pastel or flourescent, or a kinda-like color, I like what I like

Matt's pic (with OS):

https://dl.dropboxusercontent.com/u/6240433/Halo/tse/2.jpg

comparison of mine and cmt's original diffuse/multi:

http://i1028.photobucket.com/albums/y348/Nervebooger/comparison_zpsj6fefxev.png


And I also listen . . . I hear you guys like shiney things without scratches! But do you also like shiney things that are colored correctly?

Blues are blue, not "liesure suit sky-blue", red is not mauve, green is not soilent, cobalt gives me wood, and maroon is not darker red, it is maroooooooon! :)

Shiney Colorful objects:

http://i1028.photobucket.com/albums/y348/Nervebooger/0screenshot00_zpsa6n68f0z.png

http://i1028.photobucket.com/albums/y348/Nervebooger/2screenshot00_zps84yxfjy7.png

I guess I don't listen very well, heh - sorry.
it looks good but if you only did this on halo 3 engine.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Apr 16, 2015 07:39 AM    Msg. 6490 of 6707       
Quote: --- Original message by: Altearose
Caesar you're a complete retard, can you not post and just think about yourself.
you tell him man you tell him *hugs you*


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 16, 2015 08:44 AM    Msg. 6491 of 6707       


Tried to make an ODST custom head. But organic shapes baffle me! I should stock with hard surface.....


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Apr 16, 2015 05:48 PM    Msg. 6492 of 6707       
Quote: --- Original message by: SS Flanker
http://img11.hostingpics.net/pics/706299haloodstrangerhead.png

Tried to make an ODST custom head. But organic shapes baffle me! I should stock with hard surface.....
halo 4 odst confirmed nice one.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 18, 2015 09:29 AM    Msg. 6493 of 6707       
Quote: --- Original message by: Mootjuh
Thats because you're not using a sculpting program to make a head.


Tru dat.

I.ve played around with zbrush. Seems to be the best option but I need to buy one of those pen scribble pad thingies.


OHunterO
Joined: May 24, 2012

.


Posted: Apr 21, 2015 02:11 PM    Msg. 6494 of 6707       
I have a feeling the topology of that is going to be like a cancer...


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 23, 2015 10:40 AM    Msg. 6495 of 6707       
Quote: --- Original message by: OHunterO
I have a feeling the topology of that is going to be like a cancer...


Cancer repair modifier is only in 3dsmax 2017 though. Sorries.



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 23, 2015 02:38 PM    Msg. 6496 of 6707       
Quote: --- Original message by: Mootjuh
Blender already has it.


R.I.P 3dsmax.

Can't do faces either that well in max.

Well unless you extenuate the details on the normal map.....


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Apr 23, 2015 05:01 PM    Msg. 6497 of 6707       
I've been looking at modo; it looks pretty similar to modern blender. Anyone know how modo stacks up to Max and how transitioning is?


killzone64
Joined: Jun 9, 2010

if im not at my pc im at the racetrack


Posted: Apr 23, 2015 10:46 PM    Msg. 6498 of 6707       
Quote: --- Original message by: Mootjuh
Blender already has it.


and it makes me happy

i love being able to instantly get rid of those annoying degenerate triangles and automatically patch holes in the bsp


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 3, 2015 10:27 AM    Msg. 6499 of 6707       
Well I've decided not to do faces anymore. I'll just stick with the headgear.



What I have here, is a custom spartan helmet model I tried to develop using the power in my mind.

I got half the idea from VKMT and half the idea from an anime episode where this robot is fighting this other robot in a battle of supremacy in disbanded field littered with rotting corpses of yesteryear's patriots.




The topology it'self is a mess I will admit. An isoline sub div wire frame is all I'm confident in showing for now. The blockout it's self is fairly clean, most of the errors you may see are probably the cause of badly terminated edges.



As you may be able to deduce the forehead guard is actually a switch flick face guard/vision enhancer. (Allowing the operator to scout a battlefield from a high vantage point and to relay targeting data in accordance)



Additionally I also thought that this piece, instead of serving as an actual helmet, could instead be some sort of face mask device.



The visor in "Ninja Scout Mode"



I'd like to know what you think about my design ideas and approach. (If anyone is curious, I used a h3 marine head as a reference to get the right spherical shape needed for the visor e.t.c)




Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 3, 2015 12:10 PM    Msg. 6500 of 6707       
It doesn't necessarily look bad, but it doesn't really look like it fits the Spartan aesthetic. It looks more like something someone might encounter in Destiny.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 3, 2015 12:17 PM    Msg. 6501 of 6707       
Quote: --- Original message by: Echo77
It doesn't necessarily look bad, but it doesn't really look like it fits the Spartan aesthetic. It looks more like something someone might encounter in Destiny.


Really? I wasn't really going for destiny..I was trying to emulate the cool spartan armour mods featured in reach.

The helmet isn't complete yet, so I'll try and make it more "spartany"


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: May 3, 2015 02:14 PM    Msg. 6502 of 6707       
Actually that reminds me more of a power ranger than anything else, but it stills looks very good despite the topology being horrible.
Try using quadify modifiers to make it look better maybe, or cut tool, giving new edges a selection set and get slowly rid of the bad ones so that you'll get a decent polygon loop flow.

The design is quite interesting, I had a similar idea but for a personal project


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 3, 2015 02:30 PM    Msg. 6503 of 6707       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Echo77
It doesn't necessarily look bad, but it doesn't really look like it fits the Spartan aesthetic. It looks more like something someone might encounter in Destiny.


Really? I wasn't really going for destiny..I was trying to emulate the cool spartan armour mods featured in reach.

The helmet isn't complete yet, so I'll try and make it more "spartany"

Reach's armor permutations were fairly utilitarian. They were tailored to a specific purpose, and their design reflected that purpose. If you can come up with a role or function and tailor your design to suit that, you might get closer to the Reach aesthetic.
Edited by Echo77 on May 3, 2015 at 02:30 PM


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: May 3, 2015 06:03 PM    Msg. 6504 of 6707       
Helmet could look cool on Marines!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 4, 2015 07:12 AM    Msg. 6505 of 6707       
Thanks echo & bourrin & Arroyo

I'll probably just leave it where it is. If anyone wants the model I re-build it perhaps this Friday and upload it for you guyz.


not giraffe
Joined: Jul 17, 2014


Posted: May 12, 2015 05:23 AM    Msg. 6506 of 6707       


S12Spark
Joined: Apr 25, 2015


Posted: May 12, 2015 04:33 PM    Msg. 6507 of 6707       
biped and animations look great, and accurate. Not sure what the trail is about, perhaps for when he is jumping? Either way, it looks great, good job!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 13, 2015 05:38 AM    Msg. 6508 of 6707       
Quote: --- Original message by: raffgie
https://www.youtube.com/watch?v=Cs2_cixLvZE


HALO 5 LEAKED FOOTAGE??????


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: May 22, 2015 08:57 PM    Msg. 6509 of 6707       
This is my first biped created in max8.
tricount: approximately 18000 tris





Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: May 23, 2015 06:25 PM    Msg. 6510 of 6707       
Quote: --- Original message by: Mootjuh
wireframe?

polycount: 18k
Edited by Halonimator on May 23, 2015 at 06:27 PM

Edited by Halonimator on May 23, 2015 at 06:33 PM

 
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