Modeling and Rendering Thread
- JacksonCougar
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- Dragonfire
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Re: Official Halo 2 Modeling and Rendering Thread
yeah, i left it in misfit doing the group edit (add all groups into one), took it about 30min or so. The i saved and reopened it up, then did weld verts, this almost killed the program, but i let it run anyways, took about 45min for this, maybe more...
At first, it had 239000 poly, now it has about 40000
At first, it had 239000 poly, now it has about 40000


- Remnant Samurai
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Re: Official Halo 2 Modeling and Rendering Thread
Whoa!
If only we could put it into halo 2.
Dark I am waiting for your zombie map.

Dark I am waiting for your zombie map.

- JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread
Yea, fuck you. So am NOT programming an injector for you. < 10 000 poly rules stays people!Dragonfire wrote:yeah, i left it in misfit doing the group edit (add all groups into one), took it about 30min or so. The i saved and reopened it up, then did weld verts, this almost killed the program, but i let it run anyways, took about 45min for this, maybe more...
At first, it had 239000 poly, now it has about 40000
- Gary
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Re: Official Halo 2 Modeling and Rendering Thread
awww, what if I want to inject a 10,001 poly model? what then?JacksonCougar wrote: Yea, fuck you. So am NOT programming an injector for you. < 10 000 poly rules stays people!
- JacksonCougar
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- neodos
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Re: Official Halo 2 Modeling and Rendering Thread
Nah make 2 models and attach them with hlmt or w/e
- Dragonfire
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Re: Official Halo 2 Modeling and Rendering Thread
There are a lot of pieces that are duplicates and such...

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Re: Official Halo 2 Modeling and Rendering Thread
Why would adding to 1 group take 30 min. All you have to do is select all then make a group and add selected to group...
That model has fucked smoothing, you should really use 3ds Max.
Try not to go over 3000 polys.
My M16 was like 2816 or something, It wouldn't even inject when I had it with a lot more detail(4500 poly).
That model has fucked smoothing, you should really use 3ds Max.
Try not to go over 3000 polys.
My M16 was like 2816 or something, It wouldn't even inject when I had it with a lot more detail(4500 poly).
- XZodia
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Re: Official Halo 2 Modeling and Rendering Thread
The start of my uni modelling project...

- Dragonfire
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Re: Official Halo 2 Modeling and Rendering Thread
Haha! Fuck yeah, K'NEX!xzodia wrote:The start of my uni modelling project...
gallery/image.php?pic_id=113

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Re: Official Halo 2 Modeling and Rendering Thread
Ah, k'nex. Deadly when combined with rubber bands.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
A cat was licking itself to the sound of potato chips.
- socrates
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Re: Official Halo 2 Modeling and Rendering Thread
xzodia do you plan on putting those in h2? or was it just something you made....
no doubt thatd be 'original' to have a map built out of K'Nex.. but that'd be a hell of a lot of work...unless you just bumpmapped and skinned some shit to look like K'Nex..then use ICHS to make flat peices and then make them look like they are K'Nex...ok now i completely think this would be possible (still would take some work)....I'm done...
no doubt thatd be 'original' to have a map built out of K'Nex.. but that'd be a hell of a lot of work...unless you just bumpmapped and skinned some shit to look like K'Nex..then use ICHS to make flat peices and then make them look like they are K'Nex...ok now i completely think this would be possible (still would take some work)....I'm done...
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Re: Official Halo 2 Modeling and Rendering Thread
He could use 3ds max to make a K'nex model of like lockout, then inject and place it, K'nex dont have texture so all he would have to do is use a bitmap like this.socrates wrote:xzodia do you plan on putting those in h2? or was it just something you made....
no doubt thatd be 'original' to have a map built out of K'Nex.. but that'd be a hell of a lot of work...unless you just bumpmapped and skinned some shit to look like K'Nex..then use ICHS to make flat peices and then make them look like they are K'Nex...ok now i completely think this would be possible (still would take some work)....I'm done...

Then UV each piece to the selected color.
- XZodia
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Re: Official Halo 2 Modeling and Rendering Thread
Oooo I like that idea...I think there you will definitely see the k'nex in-game at some point. However, it won't be very soon...I'd say around about mid December.Darkshallfall wrote:He could use 3ds max to make a K'nex model of like lockout, then inject and place it, K'nex dont have texture so all he would have to do is use a bitmap like this.
- socrates
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Re: Official Halo 2 Modeling and Rendering Thread
something like that would be better suited with say...legos..K'Nex use the connector pieces also at the corners and the long orange pieces as well to extend the pieces
- Click16
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Re: Official Halo 2 Modeling and Rendering Thread
I always view my models as "View 3D Flat" so you can see where glitching is on models and how some polys are inverted and whatnot...
here is what my somewhat improved P90 looks like i got rid of the holes in the second handle.
http://i35.tinypic.com/10er901.png
http://i33.tinypic.com/35k8vg2.png
http://i34.tinypic.com/34ypd1t.png
http://i35.tinypic.com/1rbyhx.png
Tell me what you think
here is what my somewhat improved P90 looks like i got rid of the holes in the second handle.
http://i35.tinypic.com/10er901.png
http://i33.tinypic.com/35k8vg2.png
http://i34.tinypic.com/34ypd1t.png
http://i35.tinypic.com/1rbyhx.png
Tell me what you think
Last edited by Click16 on Wed Feb 17, 2010 10:10 pm, edited 1 time in total.

- socrates
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Re: Official Halo 2 Modeling and Rendering Thread
well yea... i use the same view but my comp cant render that many verts at once... i think it can handle a rocket launcher or something so when i tried to model a few times i would have to hide most of the object..
also..you should fix your links to your pictures
also..you should fix your links to your pictures
- Gary
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Re: Official Halo 2 Modeling and Rendering Thread
I was going to warn him that the pictures were to big, but its to late...
but here's the direct links to them:
http://i35.tinypic.com/10er901.png
http://i33.tinypic.com/35k8vg2.png
http://i34.tinypic.com/34ypd1t.png
http://i35.tinypic.com/1rbyhx.png
but here's the direct links to them:
http://i35.tinypic.com/10er901.png
http://i33.tinypic.com/35k8vg2.png
http://i34.tinypic.com/34ypd1t.png
http://i35.tinypic.com/1rbyhx.png
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Re: Official Halo 2 Modeling and Rendering Thread
Dragonfire's turret with textures:

In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
A cat was licking itself to the sound of potato chips.
- JacksonCougar
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- Gary
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Re: Official Halo 2 Modeling and Rendering Thread
hmm, you should use the middle of the barrel as a small grenade launcher... unless you used it for bullets.
Because I see no bullet belt feeds...
Because I see no bullet belt feeds...
- Remnant Samurai
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- DemonicSandwich
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Re: Official Halo 2 Modeling and Rendering Thread
Any definition of "Good" is too vague to be used to measure or compare.
Only thing is certain, it is above "Acceptable" and opposite of "Bad".
Confused yet?
Only thing is certain, it is above "Acceptable" and opposite of "Bad".
Confused yet?
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"