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Author Topic: Jesse's Thread of Unamazing Things. (365 messages, Page 7 of 11)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 1, 2015 01:59 PM    Msg. 211 of 365       
Quote: --- Original message by: 1bobsam1
Quote: --- Original message by: SS FlankerIs the USP ripped or custom?


That is the Modern Warfare 2 USP.
The fp origin does ring a bell.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 1, 2015 02:52 PM    Msg. 212 of 365       
Quote: --- Original message by: SS FlankerThe fp origin does ring a bell.

I could tell by just looking at the model.
Edited by 1bobsam1 on Nov 1, 2015 at 03:05 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 1, 2015 03:28 PM    Msg. 213 of 365       
The washed out grey gives it a Walking Dead feel.
Pretty cool :D


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Nov 1, 2015 04:06 PM    Msg. 214 of 365       
Could you apply some more Van Dyke brown to those trees?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 1, 2015 04:42 PM    Msg. 215 of 365       
The USP model is from Modern Warfare 2, the animations are custom made by ImBrokeRU.

@Dalode, Yeah I may do that, the trees are mostly placeholders while I create variant models so that they won't all be the same trees.

Also, does anyone know of a good place to find some good tileable textures? As you can all probably imagine, I require lots of urban type textures to apply to the buildings that I make. While I do model everything myself, it'd be nearly impossible for me to texture all of the buildings myself.
Edited by Jesse on Nov 1, 2015 at 04:48 PM


Kinnet
Joined: Dec 27, 2013

Never lucky :c


Posted: Nov 1, 2015 05:12 PM    Msg. 216 of 365       
Quote: --- Original message by: Jesse

The USP model is from Modern Warfare 2, the animations are custom made by ImBrokeRU.

@Dalode, Yeah I may do that, the trees are mostly placeholders while I create variant models so that they won't all be the same trees.

Also, does anyone know of a good place to find some good tileable textures? As you can all probably imagine, I require lots of urban type textures to apply to the buildings that I make. While I do model everything myself, it'd be nearly impossible for me to texture all of the buildings myself.
Edited by Jesse on Nov 1, 2015 at 04:48 PM

what about the CS:GO textures, im pretty sure you can find them on the game files.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 1, 2015 05:30 PM    Msg. 217 of 365       
a lot of CSGO's textures look pretty meh and unentertaining quite frankly.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 1, 2015 05:39 PM    Msg. 218 of 365       
Quote: --- Original message by: Jesse

The USP model is from Modern Warfare 2, the animations are custom made by ImBrokeRU.

@Dalode, Yeah I may do that, the trees are mostly placeholders while I create variant models so that they won't all be the same trees.

Also, does anyone know of a good place to find some good tileable textures? As you can all probably imagine, I require lots of urban type textures to apply to the buildings that I make. While I do model everything myself, it'd be nearly impossible for me to texture all of the buildings myself.
Edited by Jesse on Nov 1, 2015 at 04:48 PM


Genetica is a fantastic tool for this.
Ill post a couple samples for ya.







Edited by Maniac1000 on Nov 1, 2015 at 07:17 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 1, 2015 11:56 PM    Msg. 219 of 365       
I fixed up one of the buildings today.

Before (as of yesterday):


After (today):






A total of two texture plates were used for the detail stuff:


Note that I still have to add a few odds and ends, such as the door locks on the green and black gate, and various other junk (which will also appear on the texture plate).


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Nov 2, 2015 03:59 AM    Msg. 220 of 365       
Looks gr8 m8.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Nov 2, 2015 04:44 AM    Msg. 221 of 365       
terrific!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 4, 2015 05:56 PM    Msg. 222 of 365       
I got the stuff in-game.





The signs aren't finished yet, I'm still wondering what could go there. There is certainly more to come.

EDIT: Y'all bitches don't post.


Progress!


Edited by Jesse on Nov 8, 2015 at 02:30 AM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Nov 9, 2015 03:03 AM    Msg. 223 of 365       
Damn that looks nice.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 9, 2015 03:43 PM    Msg. 224 of 365       
Heyy I remember that mega tactical shotgun lmao
Question: Are you UVW unwrapping everything?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 14, 2015 12:54 AM    Msg. 225 of 365       
Quote: --- Original message by: Spartan314
Heyy I remember that mega tactical shotgun lmao
Question: Are you UVW unwrapping everything?


Yes, I'm modeling pretty much everything related to the BSP, so I have to unwrap it all to mostly pre-existing textures, though I do have to modify most to be what I want.

I started work on some of the shaders and blending stuff:


Just the bricks right now.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Nov 14, 2015 02:31 AM    Msg. 226 of 365       
Holy crap, that blending.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 1, 2015 09:32 PM    Msg. 227 of 365       
Neat.

Now I learned render to texture and it's quite fun to use!




The top image is the result of a render to texture image for one of my buildings, the second image is the original with about 5 different textures.

Here is the texture plate (I know it's horribly unoptimized for space, but deal with that for now.)



I probably won't be using this for the player area buildings, but LOD houses and buildings will use only one texture, so yeah.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 2, 2015 09:36 AM    Msg. 228 of 365       
I still wants blockbusters. Plze.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 17, 2015 12:58 AM    Msg. 229 of 365       
Quote: --- Original message by: Super Flanker
I still wants blockbusters. Plze.


Will do :)


I made this progress pic a long time ago but I never uploaded it until now:


Edited by Jesse on Dec 17, 2015 at 02:06 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 17, 2015 06:21 AM    Msg. 230 of 365       
Quote: --- Original message by: Jesse

Quote: --- Original message by: Super Flanker
I still wants blockbusters. Plze.


Will do :)


I made this progress pic a long time ago but I never uploaded it until now:
http://oi67.tinypic.com/wcerys.jpg
http://oi66.tinypic.com/vos7d5.jpg
Edited by Jesse on Dec 17, 2015 at 02:06 AM


I WILL die for you.


RadWolfie
Joined: Dec 24, 2013

Programmer


Posted: Dec 17, 2015 12:53 PM    Msg. 231 of 365       
To be frank with you.... those bricks screenshot you did looks so realistic. I cannot tell if it's using tessellation or not. (Yes I know tessellation isn't featured in DX9). I never thought the window bars will not have much visual issue for the store you made awhile ago. Keep up the good work!


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Dec 17, 2015 01:07 PM    Msg. 232 of 365       
Why i havent seen this before? those brick textures look nice.













.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Dec 17, 2015 02:19 PM    Msg. 233 of 365       
I shat bricks when I saw your screenshot!


HyperLuke
Joined: May 5, 2016

csgosucks.org


Posted: May 23, 2016 06:41 AM    Msg. 234 of 365       
Any releases of anything?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 21, 2016 02:07 AM    Msg. 235 of 365       
I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff.









Some of the changes include:


- Created a new HUD.

- I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder.

- I'm still on the fence about what tagset to use, we'll see.

- I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested.

- I will be adding a train station. What its function will be (will be) determined by any limitations we may run into.

- The street drains actually lead into the river. They are large enough for people to walk through ;D


MatthewDratt
Joined: Sep 11, 2010

Newly redesigned MattDratt.com


Posted: Jul 21, 2016 02:26 AM    Msg. 236 of 365       
Quote: --- Original message by: Jesse
Now with the release of SPV2


I can't wait for SPV2 part 2


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Jul 21, 2016 02:28 AM    Msg. 237 of 365       
This looks nice man :)


S12Spark
Joined: Apr 25, 2015


Posted: Jul 21, 2016 03:03 AM    Msg. 238 of 365       
Did you ever finish those reach fp arms?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 21, 2016 03:55 AM    Msg. 239 of 365       
I don't want my post to get buried so soon.

I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff.









Some of the changes include:


- Created a new HUD.

- I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder.

- I'm still on the fence about what tagset to use, we'll see.

- I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested.

- I will be adding a train station. What its function will be (will be) determined by any limitations we may run into.

- The street drains actually lead into the river. They are large enough for people to walk through ;D
Edited by Jesse on Jul 21, 2016 at 03:57 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 21, 2016 04:01 AM    Msg. 240 of 365       
Yes!
I'm glad this is still in the works


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 21, 2016 07:07 AM    Msg. 241 of 365       


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Jul 21, 2016 01:43 PM    Msg. 242 of 365       
Quote: --- Original message by: Jesse

I don't want my post to get buried so soon.

I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff.

http://oi65.tinypic.com/i5n8rn.jpg
http://oi64.tinypic.com/1zxo0zm.jpg
http://oi63.tinypic.com/xpooqx.jpg
http://oi63.tinypic.com/2dhcq5s.jpg
http://oi68.tinypic.com/2cdtp3p.jpg
http://oi64.tinypic.com/2z7lo5s.jpg
http://oi67.tinypic.com/35i9l03.jpg

Some of the changes include:


- Created a new HUD.

- I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder.

- I'm still on the fence about what tagset to use, we'll see.

- I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested.

- I will be adding a train station. What its function will be (will be) determined by any limitations we may run into.

- The street drains actually lead into the river. They are large enough for people to walk through ;D
Edited by Jesse on Jul 21, 2016 at 03:57 AM


It is a single player or a multiplayer map?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 21, 2016 05:39 PM    Msg. 243 of 365       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Jesse

I don't want my post to get buried so soon.

I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff.

http://oi65.tinypic.com/i5n8rn.jpg
http://oi64.tinypic.com/1zxo0zm.jpg
http://oi63.tinypic.com/xpooqx.jpg
http://oi63.tinypic.com/2dhcq5s.jpg
http://oi68.tinypic.com/2cdtp3p.jpg
http://oi64.tinypic.com/2z7lo5s.jpg
http://oi67.tinypic.com/35i9l03.jpg

Some of the changes include:


- Created a new HUD.

- I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder.

- I'm still on the fence about what tagset to use, we'll see.

- I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested.

- I will be adding a train station. What its function will be (will be) determined by any limitations we may run into.

- The street drains actually lead into the river. They are large enough for people to walk through ;D
Edited by Jesse on Jul 21, 2016 at 03:57 AM


It is a single player or a multiplayer map?


If Kirby and I have our way, it will be both at once.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Jul 21, 2016 10:46 PM    Msg. 244 of 365       
Quote: --- Original message by: Jesse
If Kirby and I have our way, it will be both at once.



Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 26, 2016 11:40 PM    Msg. 245 of 365       
Since this little urban map is no longer secret, I'll be posting regular updates.
Fence mesh and poles for a water containment section.




(I haven't distributed the new poles yet.)

By no means is it super detailed, but it doesn't really need to be. I don't even know what my model limit for the whole map is, and so it's hard to budget detail to different objects.
Edited by Jesse on Jul 26, 2016 at 11:42 PM

 
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