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Author Topic: Question about modeling trees (2 messages, Page 1 of 1)
Moderators: Dennis

Hawk
Joined: Apr 29, 2007

my shotgun is autographed by Dick Cheney


Posted: Aug 30, 2010 11:16 PM    Msg. 1 of 2       
I use Gmax and I was wondering, how would one go about modeling the barren trees from Halo 3.



I could use some tips for this, and would be thankful for any information that could be provided.
Edited by Dennis on Aug 31, 2010 at 12:18 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 31, 2010 08:01 PM    Msg. 2 of 2       
Create a cylinder, with 5 height segs (default)
Convert to editable mesh.
Weld all the verts at the top, to make a pointy point.
Then move the middle segs around to make it look like a branch.
Edit>Clone (copy option) this object. Then change the clones in height and rotation and stuff like other branches.
To make a branch off a branch, extrude a face, like this:
http://www.fsdeveloper.com/wiki/images/b/b3/Gmax_extrude.jpg
Arrange the bottoms like this.
http://undernetmath.files.wordpress.com/2007/11/3_circles.jpg
Add a material and stuff
Link them ALL to 'frame' and stuff

Collision_geometry needs a perfect model, so go to CREATE TAB> sphere button> Compound objects and boolean like this:
http://www.fsdeveloper.com/wiki/images/9/98/Gmax_boolean_01.jpg

Make sure you're union-ing.
Boolean one to another, convert to editable mesh, weld all verts to 0.01, repeat.
I hope this makes a flawless collision, it's hard to explain without being there. If i'm on xfire, you can chat while you do this.
xfire: slappythepirate

 

 
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