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Snave's Random 3dsmax render's
Posted: Wed Dec 22, 2004 9:31 am
by Snave
Posted: Wed Dec 22, 2004 9:45 am
by Katarn
throwing in a skylight and calling it work isn't special. Same goes for raytrace materials
Posted: Wed Dec 22, 2004 10:05 am
by argrn
umm.. look at the finger placement in holding the gun, that is something special
Posted: Wed Dec 22, 2004 10:30 am
by Sonictag
It isnt really difficult... They are good renders though so nice work.
Posted: Wed Dec 22, 2004 10:34 am
by {WoD}Deamon
Would it be possible to send me all of the models that you extracted from the game, and put them in 3ds formatt. I have a new idea for several things. Thanks.
if you can plase send em to this address
[email protected]
or aim me : Shadowmaster382
Thanks.
Posted: Wed Dec 22, 2004 11:07 am
by SnaFuBAR
just get the reference models in the files forum called "all halo referenc models"
Posted: Wed Dec 22, 2004 11:57 am
by hitmanbob
those arent exactly renderworthy quality, especially the mc
Posted: Wed Dec 22, 2004 3:59 pm
by Katarn
[lotr]argrn wrote:umm.. look at the finger placement in holding the gun, that is something special
Moving some bones is something special?
Posted: Wed Dec 22, 2004 9:15 pm
by argrn
except its not rigged, and even if it was, try rigging fingers... its not easy
Posted: Thu Dec 23, 2004 1:24 am
by Sonictag
If they are rigged properly it is easy, very easy. Just use a character biped and spacewarp it.
Posted: Thu Dec 23, 2004 6:14 am
by Asassin
How did you get thoses models out of the game? I've looked in the game folders on my pc and whatnot but can only find '.map' files.
How do you open these?
<- confused
Posted: Thu Dec 23, 2004 7:01 am
by McFarlane
HMT 3.5 extracting models
Posted: Thu Dec 23, 2004 7:07 am
by argrn
sonictag wrote:If they are rigged properly it is easy, very easy. Just use a character biped and spacewarp it.
LOL, i wish it was that easy to make a CORRECT and FUNCTIONAL rig
Posted: Thu Dec 23, 2004 7:59 am
by Sonictag
Oh, but it is. Create a biped to the right size, and then you can do an automatic spacewarp to vertex, sometimes some vertexes connect to the wrong area of the biped, but it usually works fine, its easy to change.
For a project I was working on when I went to Data Scope, I had to rig character models, i managed about 300 in 2 weeks of working there (it was work experience so thats all I had, meh) Going back there novemeber next year for a month.
Posted: Thu Dec 23, 2004 8:01 am
by argrn
No matter how close the biped is, there will still be vertices connected that you dont want... unless the model is very simple.. which this is not, the armour makes a very tricky rigging
Posted: Thu Dec 23, 2004 8:13 am
by Sonictag
Possibly, but for most of my models, most of them were random soccer players, I had no problems, they had nice clean meshers, the IK's worked perfectly.
For the MC, you could choose where the IK joints are, which is where the "cloth" part of him would be, would take not much longer, but the only problem I can really see is the shoulder area.
Also diddnt supreme taco rig that arm that he used? It might not be so but it was up for download.
Posted: Fri Dec 24, 2004 9:47 am
by argrn
trust me, for this model you have to go through every envelope and make sure there are not vertices on wrong parts of the armour.... for every joint
Posted: Fri Dec 24, 2004 12:30 pm
by Sonictag
Still not that difficult.. Scaling the envelopes doesnt take long at all.
Posted: Fri Dec 24, 2004 4:18 pm
by Excal
[lotr]argrn wrote:umm.. look at the finger placement in holding the gun, that is something special
Haha, he has mittens on, O_o...
Posted: Fri Dec 24, 2004 7:22 pm
by argrn
sonictag wrote:Still not that difficult.. Scaling the envelopes doesnt take long at all.
But it does take a long time going through every bone and making sure it doesnt have a part of another part of the armour..... dont insist its easy when you have no idea