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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »how would i go about doing this?

Author Topic: how would i go about doing this? (4 messages, Page 1 of 1)
Moderators: Dennis

SDAIRSTRIKE
Joined: Nov 12, 2008

avatar change XD


Posted: Dec 3, 2008 09:47 PM    Msg. 1 of 4       
um i dont really know how to get the pop out effect of the shield ive been starting with a circle but i couldnt figure it out you know how it curves [or pops] out around the inner shield
sorry about the pic but its supposed to be like pushed foward not flat


(sorry i dont know the words to describe it)
Edited by SDAIRSTRIKE on Dec 3, 2008 at 09:48 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 3, 2008 10:47 PM    Msg. 2 of 4       
More information please. Are you trying to model it, or did you get a large piece of bronze and attempt to hammer it?


SDAIRSTRIKE
Joined: Nov 12, 2008

avatar change XD


Posted: Dec 4, 2008 06:41 PM    Msg. 3 of 4       
i am trying to model it and ill look at the link


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Dec 4, 2008 09:28 PM    Msg. 4 of 4       
Well I don't know what the model looks like, but if it' high enough poly, you can select the vertex in the middle and use soft selection to get a nice curve. Don't be afraid of soft selection. It won't bite. Play aropund with the variables. i still don't know what half of them do.
If it's low poly enough you could just manually move the verts in the middle out and move the others arounf them less to get a curve.

You could also start by creating a sphere, deleting half of it to get a half sphere, squiching it with scale, then optimising. The standard primitives are very usefull.

Also, is it 2 sided, or is the shader you'll be using going to be 2 sided? If the model has a front and a back that might be a bit tougher.

 

 
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