
EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jul 5, 2016 10:06 PM
Msg. 8821 of 9951
Im not very sure, H1 was perfert in comparison, i played both of them in Legendary, both of them were frustating since i am not a hardcore player, but was totally frusting. At least in H1 the covy weapons are balanced enough to use them. The BR in H2 was ridicoulsy op in normal and it ws useless in dificult ranks. I think it was a rush game as the same as H4.
H2= Introduction to the End
Just like Matrix 2, You dont miss very much.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jul 5, 2016 10:13 PM
Msg. 8822 of 9951
Quote: --- Original message by: EmmanuelCD Im not very sure, H1 was perfert in comparison, i played both of them in Legendary, both of them were frustating since i am not a hardcore player, but was totally frusting. At least in H1 the covy weapons are balanced enough to use them. The BR in H2 was ridicoulsy op in normal and it ws useless in dificult ranks. I think it was a rush game as the same as H4.
H2= Introduction to the End
Just like Matrix 2, You dont miss very much. I always thought that the BR was just a terrible weapon all around. I've never liked any iteration of it that I've seen yet.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 5, 2016 10:55 PM
Msg. 8823 of 9951
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jul 5, 2016 11:08 PM
Msg. 8824 of 9951
Quote: --- Original message by: HalonimatorI need to improve the shaders  and your image posting skills
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Jul 6, 2016 02:39 AM
Msg. 8825 of 9951
Good door animation.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 6, 2016 05:02 AM
Msg. 8826 of 9951
Quote: --- Original message by: Skidrow925
I always thought that the BR was just a terrible weapon all around. I've never liked any iteration of it that I've seen yet. Funny, I've always hated all Ar's because they are so underpowered.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 6, 2016 11:53 AM
Msg. 8827 of 9951
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XxPopeAK49xX
Joined: Jan 31, 2016
It's better being a jerk.
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Posted: Jul 6, 2016 03:36 PM
Msg. 8828 of 9951
Kooool door Halonimator. What is the resolution for the textures used on the doors?
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 6, 2016 03:40 PM
Msg. 8829 of 9951
Quote: --- Original message by: XxPopeAK49xX Kooool door Halonimator. What is the resolution for the textures used on the doors? 256x256 Small door animation  Edited by Halonimator on Jul 6, 2016 at 04:09 PM
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jul 6, 2016 05:03 PM
Msg. 8830 of 9951
Really sexy work there Halonimator :O
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 7, 2016 11:11 PM
Msg. 8831 of 9951
Quote: --- Original message by: lolslayer Really sexy work there Halonimator :O Thanks New shaders 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 7, 2016 11:16 PM
Msg. 8832 of 9951
why is your test map a bootlegged periodic table
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Goldy De Wise
Joined: Dec 24, 2011
GTA Halo PR guy
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Posted: Jul 7, 2016 11:18 PM
Msg. 8833 of 9951
Quote: --- Original message by: Spartan314 why is your test map a bootlegged periodic table LOL!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 8, 2016 12:40 AM
Msg. 8834 of 9951
iirc bungie had a similar setup for halo 3.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 8, 2016 11:07 AM
Msg. 8835 of 9951
Quote: --- Original message by: Spartan314 why is your test map a bootlegged periodic table It's a UV/Texel test texture. It's basically designed to help you fix creasing/folding on your models whilst unwrapping. Basically a fancier checker map.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jul 8, 2016 02:56 PM
Msg. 8836 of 9951
Quote: --- Original message by: Super FlankerQuote: --- Original message by: Spartan314 why is your test map a bootlegged periodic table It's a UV/Texel test texture. It's basically designed to help you fix creasing/folding on your models whilst unwrapping. Basically a fancier checker map. This. If you use this texture on all surfaces it allows you to UV map with precision before setting up your materials library and assigning individual materials to different areas of a level. This greatly increases process efficiency. If you do it right, during the texturing phase of your level creation you will only need to assign material ID's to surfaces. Doing it right can extend to using roughly the same mapping on all surfaces and then changing the UV-scaling on a per-material basis. The upside of this approach is that your UV mapping will be consistent throughout the level. The importance of this is debatable, just like whether or not it's good practice to use grid-snapping when building your level. Unfortunately my autism prevents me from working in such an ugly scene and I always end up prematurely applying materials and losing time because I have to go back and fix geometry that I've already UV'd. EDIT: just thought of this now: it would be wise to overlay the grid and coordinates from the placeholder texture of the diffuse maps of any materials you will use in the final level. This would be especially useful for strip textures. As far as I know, Bungie's textures all line up to those placeholder textures - even down to parts in the texture (think strip textures). This means that it's possible to UV map a section with the placeholder texture and know exactly which type of strip will be on that surface after you replace the placeholder material with the real strip texture. Edited by stunt_man on Jul 8, 2016 at 02:59 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 8, 2016 05:47 PM
Msg. 8837 of 9951
Quote: --- Original message by: stunt_man
- IDEAS -
People use this for level design? *shrugs* I have only ever found it useful for props. With level I'd actually prefer to see how I am editing the co-ordinates for the texture I'm wanting to apply in real time. As for strip textures I usually create one plane the size of the actual texture sheet. Then literally cut out all the different parts of the actual texture I need. From there it is a simple matter of just aligning the cut outs in the specific position which I want.
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Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: Jul 8, 2016 06:24 PM
Msg. 8838 of 9951
Good work
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 8, 2016 07:03 PM
Msg. 8839 of 9951
Hangar door. 
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Jul 8, 2016 07:29 PM
Msg. 8840 of 9951
Ouch 
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samnwck
Joined: Sep 4, 2014
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Posted: Jul 9, 2016 12:49 AM
Msg. 8841 of 9951
Texture I just finished up. Edited by samnwck on Jul 9, 2016 at 01:46 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 9, 2016 01:03 AM
Msg. 8842 of 9951
I always look forward to seeing stuff from you, awesome job as always!
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not giraffe
Joined: Jul 17, 2014
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Posted: Jul 9, 2016 04:54 AM
Msg. 8843 of 9951
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 9, 2016 11:31 AM
Msg. 8844 of 9951
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 9, 2016 04:23 PM
Msg. 8845 of 9951
Quote: --- Original message by: HyperAlexThose are some of the best textures I have ever seen. Please tell me how you made them and when I can download them. i just updated the original granite rock and then make a zbrush high poly one, and Render to texture to finish... you know the rest. Edited by Halonimator on Jul 9, 2016 at 04:30 PMQuote: --- Original message by: The Mastershiny fixed Edited by Halonimator on Jul 9, 2016 at 04:32 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 9, 2016 04:44 PM
Msg. 8846 of 9951
Rocks are still too shiny. You also have far too many polygons for an object which could potentially be duplicated half a dozen times or more across a map.
But the textures and overall look do seem quite decent.
Well done.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 9, 2016 07:40 PM
Msg. 8847 of 9951
Quote: --- Original message by: Super Flanker Rocks are still too shiny. You also have far too many polygons for an object which could potentially be duplicated half a dozen times or more across a map.
But the textures and overall look do seem quite decent.
Well done. better? Ingame doesnt look this good...ughh. Lol he sucks Low poly mesh Edited by Halonimator on Jul 9, 2016 at 08:01 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 9, 2016 07:47 PM
Msg. 8848 of 9951
looks great though. Maybe you can bake the ambient occlusion or skylight shadows with a darker tone to make it look decent in halo
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 9, 2016 08:02 PM
Msg. 8849 of 9951
Quote: --- Original message by: bourrin33 looks great though. Maybe you can bake the ambient occlusion or skylight shadows with a darker tone to make it look decent in halo I will try.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jul 9, 2016 08:04 PM
Msg. 8850 of 9951
Quote: --- Original message by: Halonimatorbetter? Too much HD for my eyes
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jul 9, 2016 08:09 PM
Msg. 8851 of 9951
Quote: --- Original message by: HalonimatorQuote: --- Original message by: Super Flanker Rocks are still too shiny. You also have far too many polygons for an object which could potentially be duplicated half a dozen times or more across a map.
But the textures and overall look do seem quite decent.
Well done. better? http://i.imgur.com/iuEcHcD.jpg Ingame doesnt look this good...ughh. Edited by Halonimator on Jul 9, 2016 at 07:52 PM What is the purpose of doing all these halo 2 scenery stuff, do you have some secret agenda? If you plan on doing the entire Halo 2 campaign.. dont. PS, youre rocks look like plastic. Reference stone shader durp.
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 9, 2016 09:54 PM
Msg. 8852 of 9951
Quote: --- Original message by: il Duce PrimoQuote: --- Original message by: HalonimatorQuote: --- Original message by: Super Flanker Rocks are still too shiny. You also have far too many polygons for an object which could potentially be duplicated half a dozen times or more across a map.
But the textures and overall look do seem quite decent.
Well done. better? http://i.imgur.com/iuEcHcD.jpg Ingame doesnt look this good...ughh. Edited by Halonimator on Jul 9, 2016 at 07:52 PM What is the purpose of doing all these halo 2 scenery stuff, do you have some secret agenda? If you plan on doing the entire Halo 2 campaign.. dont. PS, youre rocks look like plastic. Reference stone shader durp. Only the arbiter levels, because after CMT finish spv3 they will make chief's sp Special scenery Edited by Halonimator on Jul 9, 2016 at 09:55 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 9, 2016 10:21 PM
Msg. 8853 of 9951
Tone down the specularity. Rocks aren't shiny like that and they are often a lot more flat (in shinyness). Other than that it looks alright, maybe more sharp edges would be better then blobyness though.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 9, 2016 11:06 PM
Msg. 8854 of 9951
Rocks: The only time where you can use low poly to your advantage.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 9, 2016 11:16 PM
Msg. 8855 of 9951
If this is going into CE you should at least halve the number of polys.
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