Robogenisis said:Most of the ODST helmets are probably just the halo 2 version, which is similar, yet still much different.
Now, to slyfo,
PUT SOME FREAKIN EFFORT INTO YOUR MODELS!! Your spiker has SO MANY open edges, and your bicep is the most inaccurate piece I've seen. Most of your pieces don't even have all the correct faces deleted.
I mean, I could have done everything you've done so far (minus the spiker and mine, I don't have them) in less than a week, at the long end.
I might just put the FIXED (no open edges, appropriate faces deleted) armor up in my thread. I think I will.
Expect all the standard def Mk VI, Recon, EOD, EVA, and CQB armor up this week. Just go to my thread (Halo 3 models by Robogenisis).
I think slyfo has kind of abandoned you guys. He said he'd have the EVA and EOD chests up within 2 days, over a week ago.
Robogenisis said:Ok, slyfo.
To get rid of the open edges, you could try to flip the offending edges
To do this make sure the model is an editable mesh (or mesh edit, something like that). Then switch to the face tool in the editable mesh panel, and select the bad face. Then you scroll down in the editable mesh panel, and press "Flip Faces".
If that doesn't work, you can use milkshape 3d (it's what I use. It sees the models the same as pepakura). It's not as easy to work with (you can only work in the 2D panels). Anyway, select the offending face (select the "select tool" then face at the bottom), and go to the top menu bar, go to "vertex" (maybe "faces") and press "reverse vertex order". This will flip the face. Make sure there are no black faces, and that will make all the open edges go away.
Another thing you can do is highlight all the faces of the model, and press ctrl+W (weld verticies). This will make it so there are no open edges before you "Join Open Edges" in Pepakura.
Sorry for being rude in the earlier post, but you should look closely ingame screenshots to make sure you delete the right faces. The renders aren't always accurate in what it armor and what is under-armor.
As for the spiker, I meant the Mauler.
I have a question though. Did YOU personally extract the models, or did you get them somewhere else?
sometimes it will split the edges if theres more than one mesh in the same file, example of this would be if theres was a seprate mesh for 2 faces even if they are joined, pepakura will split them since they are read that way, just merge all meshes together before opening in pepakura. it works for me, but i use metasequoia, who knows how its done on max..Slyfo said:It sounds like you're telling me how to fix the faces inside an actual modelling program, as I said, the models are properly flipped, welded, attached, everything inside max, it seems to be pepakura that randomly disjoins edges/flips faces. Do you mean there's an editable mesh interface within pepakura itself?
I dislike milkshape, I've since upgraded to 3dsmax 8, upgrading to 9 probably within the year.
Back when I was working on the raw models themselves there were no ingame screenshots or good renders, it was during the early days of the Beta and I had to just kind of eyeball it. No textures for the model + no screenshots makes it VERY hard to see what is armor and what's not.
Yeah, the mauler is screwed to hell and back in places, but it's the best I can make it till I figure some more stuff out in pepakura.
I PERSONALLY extracted these models MYSELF, yes.
Also, I think i've done pretty damn well on this stuff, considering i'd never touched pepakura before I started working on my own permutations. Never even heard of it before the 405th, either.
I agree, I model in cinema and I always make sure my normals are aligned properly as I work, pepakura always seems to have problems with it. the only thing I can think might be causing issues for pep is perhaps poor UV's. Because pepakura is pretty much just a UV relaxing tool, if you export a model to it with unclean UVs it might cause problems.. no idea really just a theoryit seems to be pepakura that randomly disjoins edges/flips faces.
NZ-TK said:I agree, I model in cinema and I always make sure my normals are aligned properly as I work, pepakura always seems to have problems with it. the only thing I can think might be causing issues for pep is perhaps poor UV's. Because pepakura is pretty much just a UV relaxing tool, if you export a model to it with unclean UVs it might cause problems.. no idea really just a theory
Im not blaming pepakura, I think it comes down to the UV data in the file. so really its down to the skill of the modeler in creating clean UV's (which I suck at, its next on my things to learn list)Well maybe Pepakura and Milkshape just import/export the models wrong
i agree stop your damn complaining and be gratefully for wat you gotstanvo said:Cmon guys, give him a break. So what they arent perfect, fix em yourself, if he puts time into making these files than good for him. He is trying to help others out which is fine. If you dont like em, dont use em. Make your own!
if i had time i could just email you the pep files but thats a big if i got exams this weekrobbpcslayer said:is their anyway to NOT download all that crap and get the pepekura files ANYONE!