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Posts posted by Acumen
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it's a rather simple question, i guess.
so i have this giant railing model with like 20 pillars on each side. now i did a simple collision model (2 boxes for each side) then the guy i made the model for said the model needs to have a hitbox around every pillar, so people can shoot through ingame.
since i have no idea at all about how the models in hl2 are handeled, displayed......i googled a bit and just found a wiki entry that said if a model has more than 16 (or 24 - it said with a special command it can be 24) then the hitbox parts are truncated (i guess that means "deleted").
so i just wanted to ask you guys, if that number could be true ?
and i think that if i had 60 hitbox parts in just one model that would be quite performance intensive, but like i said, since i have no idea at all, maybe its all fine to have 60 or more parts as a hitbox - but i just can't imagine, that that's alright.
i really hope you guys can help me on this

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thanks KoKo5oVaR, i really hope to see it ingame soon

peris doodling becomes more serious everytime he doodles

i like it much better than the last one cause it looks like a more serious attempt instead of doodling ^^
the eyes look a bit wide whereas i think the mouth looks fine the way it is. cheeks-wise it's hard to tell, really without the rest of the head attached. i really like to see a more finished version of that

right now i really like the progress so far, looks much crisper and more thought of while doodling.
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i think the wood parts (guess some parts are made out of wood) are too thick. in general it looks too thick and all the parts seem to have the same strength/thickness. you should vary this to get a better result. imo it looks to comical with everything being of the same thickness. and next time you render, maybe not go with the totally black background color but more of a greyish color. and maybe use the catmull-rom filter in the dropdown menu of the render dialog (somewhere at the bottom).
any maybe also get some variation in the lenght shape of the wood parts. it looks really straight and a tad boring the way it is, right now - just a little too perfect, i think.
hope that could help a tiny bit

i just finished the first railing (guess thats the word for it)

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yeh i was kinda unsure about that, too. as i have zero experience with how the models look ingame, since i never come around to see any of my models ingame... i kinda thought i would leave it a bit brighter cause the map itself is soooooo dark, that you kinda can still see the bench a bit and not just some black silhouette. but then again it could be just the opposite the model will be fullbright all the way

but i think i could adjust it later on

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thanks for your comments, guys

great for motivation, cause normally i lose that after 2-3 days of doing uv's and sloppy textures


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*yawn* bedtime

since there's holidays now, i finally have the time to quickly texture these models for the dm map of a buddy of mine. since the map is quite dark, nobody will see the texturing issues

lucky me \o/

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looks like a first ever organic model attempt. i guess you just modeled along without even thinkin anything

Nazul, best tip i can give you, is to start using refpics for your modeling. that way your girlfriend will only say that a model of yours looks like a dildo with legs when you really wanted to model a dildo with legs

same goes for this "plant" (?). it just looks random and not very well thought of. you should really think about what you want to have as a result and then go on google and get yourself some reference pictures you can look at while modeling. cause you might think taht something looks like you modeled it, but in reality it has tons and tons of details that help defining the object and most importantly most of the time the things fulfill a special purpose. like on these 4 blue things on the lower part of the rocket. it looks like they just stand on the ground and the rocket flows in the center. you need to make a direct connection. like a visible (metal)plate that is on the rocket and then some screws holding the rocket, the plate and the blue elements together.
meh, maybe that makes sense to you

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wow, its a seat

meh, now holidays are over and even though i wanted to get some motivation for my "real" project with modeling all these simple props for others, that didn't work out quite like i wanted it to

have to think about something else now to get back on track


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some model overview. strange enough somehow i messed up the polycounts writing on the models. i worked in 66,7% and seemed to now pay too much attention what i copy and pasted


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some models i'm doing for a hl2dm map for a friend of mine. first ones are pretty generous, second screen shows an asset for a torture chamber kinda room. forgot to check the polycount, but shouldn't be too heavy for source to handle


old version:
http://www.acumen-design.de/model_pics/ ... _shot1.gif
updated version with se posed bipeds:

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still this totally low poly thing, i don't like it too much. hope the next contest has higher specs. im not talking about hl2 or whatever current gen, but at least hl1. i have huuuge respect for people that can make something as amazing as peris posted, but thats not your average mapcore user

you gotta be really skilled to make something nice out of such looooow specs and I think most people (but on the other hand maybe i'm only refering to myself
) would come up with something much nicer if you guys would go a bit higher with the specs on the next months contest, to give people a bit more freedom 
it's challenging and all to work with such low specs but on the other hand, to be quite honest i find it boring to make contest after contest in such a scheme.
anyways, wish all the contestants good luck everyone with this months contest. go get your hands dirty \o/
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to be really honest, i don't really understand that tutorial

so much technical expressions and only 2 different color shades on various simple object examples. would've helped me more personally if you'd used real ingame examples of vertex lighting e.g. the train railings you mentioned on de_train.
not to annoy you or anything, just sayin that a more practical use concentrated tutorial would have helped me better at understand what you're trying to submit to the tutorial readers :/
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looks really noisy/grainy, Nysuatro.
and it looks like you used the photoshop texturefilter with some standard settings. the black outline doesnt do too much benefit to the texture as well, imo :/
and the colors are really dull. could be a tad more powerful, i think.
moreover i can't really tell what kind of material that grey thing is. could be concrete, metal, and so on....
i don't know, i don't like the texture overall, sry

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i don't really understand the problem there ^^
to me edgeloops or edgeflow is just essential for any organic model. it doesnt matter whether it is hipoly or lowpoly. to me it just means that i can pick an edge and i can follow it around the arm, or face, or whatever bodypart and it just feels organic/alive/natural - like following the muscle structures. in lowpoly models you can always get away with some tris here and there and it still has that natural and flowing feel. to me, it's not necessarily a "oh you better only use quads" thing.
in the end that's what makes a model outstanding, and making it look alive and real instead of dead and stiff or however you may call it. this is what makes good modelers only be good in comparison to excellent modelers. this certain feeling what is natural and whatnot, how to describe shapes. like for the eyes and mouth area it just looks weird, when you don't have that edgeflow going on. it's what gives a model character. it's the difference between modeling a pistol/crate and a creature (of any kind)
i don't know, that's just my thoughts - sry been carried away ;D
guess we don't have to discuss these things in here. For me I always save model renders with nice edgeflow in my refpic-folder to study these things and help me with making better organic models - just incase i should make another character model in the future

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i think the biggest problem is your overall usage of polygons. its like you have many polygons on a rather small area of the face and other areas have very few. like on the forehead and the area above the upper lip its many many rows of polygons but they all don't really add anything to the overall silhouette of the face. or on the nose the tiny division in the middle doesn't add anythign as well.
i think most of the things can be heavily improved by just movin the vertices a bit further apart, so it's not dense in some areas but in others very flat. it needs to be more balanced, mainly the eye socket, forehead and upper lip area. another thing. on the forehead you have like 5-6 rows of vertices but on the right outer side theres only 1 edge connecting to them which ends up in like a 10-sided polygon (hope you know what i mean)
i think the eye socked area was pretty much done on this first wip:
http://insurgencymod.net/team/upload/Us ... y_head.jpg
there would be no need to put in thaat many polygons as you did in the latest wip. it gives you a mixture of a really good low poly body with a head that has too many polygons in comparison. you can save quite some polygons in there, so to speak. but its really hard to explain things like that only in words

hope you could understand at least some of the things i tried to explain.
i know you want to make something with a modern polycount but i think that is not the best approach right now. i would finish the good low poly version and then not until you're happy with the result, start to work on the more higher polygon version. what you tend to do when you don't have too much experience with modeling organic stuff is putting the polygons in the "wrong" places, just like i tried to explain above :/
it's much easier to add detail to a model when the base is done, clean and nice to look at

anyways, hope that helped a tiny little bit

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uh

that irritates me. the vietnam soldier has a much better polyflow than that wip model :/
escpecially the kneepads and boots have quite some unnneeded polygons. the feet are too thin again, like on the other model, though

it looks like some polygon rows go inwards on the pants which looks rather weird. the crotch area has some weird edgelooping as well. in general the legs look quite thin and by far not as strong as you might imagine a soldiers anatomy to be.
hope you'll look at all these areas again before you proceed further on.
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i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^
most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.
i bet you learned quite some things on poly-distribution on that one.
yeh, just wanted to say that, really nice job

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considering the blurry textur for the bucket i think the polycount is wayyy to high. all these little chamfers add a ton of polygons you won't ever notice on such a tiny object ingame. I'd say get rid of these extra polygons and just smooth the model properly ^^
i would rather invest the polygons in the roundness of the bucket itself. cause in general the larger the "object" the more edges you might invest to get the round look for them. i think its much more visible to the player that the bucket itself is quite edgy but the many many polygons for the chamfer of the small "handles" won't be noticed or even honored

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i'm sorry but i can't neither see too much face details nor the importance for a concept artist to paint shades on a simple face.

this again gives the impression you should focus more. like rd said, let the concept artist work on relevant stuff. i don't know why you're so stubborn and seem to ignore the critics saying you and your team should be workin on more relevant stuff. cause all the stuff that has been posted here, just doesn't do it for such an ambitious project as yours. only thing that was of any use was the weapons so far. rest is just beauty wallpaper stuff. you can make really good excuses and defend your project but right now im startin to really dislike the way you guys handle things, cause it seems you're not listenting to anyone. i hope these announced "great screens being prepared behind closed doors" appear soon, if not, you should be having a tough time defending your project in the future, because its starting to get really repetitive. you would be better off, with not showing such wallpaper-stylish concepts in the next weeks but focus on the more important stuff, imo. sry, just gettin a bit annoyed, since the basic concept sounds quite cool to me, but the way you handle stuff including not listenting to critics that were said 100 times (if sooo many people suggest something, you should consider givin it a try, anyways) makes me quite sad

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just out of curiosity..
does this character concept exist in a sheet form, so one could model after it ?
just curious :roll:
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that is really some nice piece of concept art. really holds up to the things you promised - which suprised me, i have to say

i really hope you can progress a bit faster in the next months, cause a project of that size should be poppin out stuff left and right each week

hope you can get the support you need \o/
edit: as a side note. i really think it is not too good, you have that much information as text on the site. i don't think too many people really read all that out of curiosity, no matter how well it is written. i dont know it's just overwhelming/over the top. All these categories "locations, organizations, characters"- this could all be fit into one shorter text to only give basic information about the project. There's just too much info that might sound interesting and cool to you but for a normal user it's not of too much importance. He'll get to know the locations and characters in the game when he plays it. And all this "its a fps, because..." "it's a rpg because..." - again, I really don't think that is something of any importance. Could all be done in one sentence or paragraph at least. Was said numerous times in here, so maybe you might consider changing it in the end...
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just reminded me on this quite popular tutorial.
http://67.15.36.49/ffa/tutorials/max/jo ... /head2.asp
especially the light blue color on the mesh and the way the parts have been modeled out

anyways. just continue modeling this head and ignore my random gibberish, like everyone else does ^^
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joan of arc tutorial, eh ?

looks good, but you have the difficult parts, still to come. face rises and fall with the nostrils and mouth

good luck on that o/
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yus, simple but nice

but i would make those 5-sided (and more) polygons to 4-sided ones. just to make sure the engine doesn't mess the triangulation up too much. maybe minor, but i had my one shockin experience with this ;D

collision model in hl2 - what are the limits ?
in Engine Discussion
Posted
ah, exactly the kind of answer i needed
so such a nodraw brush blocks bullets, basically ?
great, thanks a lot twiz and insta