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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Critiques!

Author Topic: Critiques! (22 messages, Page 1 of 1)
Moderators: Dennis

yeeyayy
Joined: Sep 18, 2010


Posted: Nov 11, 2010 11:09 PM    Msg. 1 of 22       
Criticize my video i just made. (BSP Modeling)
Tell me what to do and what not to do.
All the bad techniques.
And bad Habits.
But don't completely troll my video please.
--------------------------------------------------------------------
http://www.youtube.com/watch?v=CuT4E2etO24
--------------------------------------------------------------------

Thanks. - yeeyay
Edited by yeeyayy on Nov 11, 2010 at 11:10 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 12, 2010 10:47 AM    Msg. 2 of 22       
Your doing a good job. Make sure to use the cut tool like crazy to add detail. Not sure if you've watched my tutorial or not but I use the same method.

http://vimeo.com/11781231


yeeyayy
Joined: Sep 18, 2010


Posted: Nov 13, 2010 01:28 AM    Msg. 3 of 22       
Thanks man.
And I know the cut tool helps alot!
Very nice video btw! Super detailed.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 13, 2010 06:07 AM    Msg. 4 of 22       
You could change that reference of yours into a height map. Just use gimp,a free but amazing picture editing software, to turn it black and white.

A height map is a black and white image that defines a mesh,mostly environment meshes. Black represents down and white represents up.Here is an example:



The height map tells the mesh where its vertices should be on the z-axis. A height map and a flat plane alone can create this.



I'm not sure about Gmax cause i don't use it very much since it it hates me(or rather I hate it) but you can model using height maps directly in blender. Height maps will save you a lot of time(from 34 hours to just 5 minutes) and it is easy to use.(note:though height maps are textures technically, they are merely used as an auto-guide and are not used for texturing the mesh.You can delete it after you had done modeling)
Edited by cyboryxmen on Nov 13, 2010 at 06:12 AM
Edited by cyboryxmen on Nov 13, 2010 at 06:23 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 13, 2010 08:03 AM    Msg. 5 of 22       
Hieght maps are probably one of the worst ways to model BSP


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 13, 2010 08:11 AM    Msg. 6 of 22       
Quote: --- Original message by: Higuy
Hieght maps are probably one of the worst ways to model BSP

(Insert reason here please.)

I just started using my low poly models in games and also, the tutorial I read recommends them instead of plain ones in most game engines. Lastly, spell-checker
-zekilk

Edited by cyboryxmen on Nov 13, 2010 at 08:12 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 13, 2010 08:47 AM    Msg. 7 of 22       
Failquote?
Also, heightmaps are absolutely the way to go if you are making non-play-zones such as skyboxes, but for levels, skyboxes should never EVER be used.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 13, 2010 08:59 AM    Msg. 8 of 22       
Quote: --- Original message by: MoooseGuy
Failquote?
Also, heightmaps are absolutely the way to go if you are making non-play-zones such as skyboxes, but for levels, skyboxes should never EVER be used.


and again I ask,why?
-zekilk


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 13, 2010 09:02 AM    Msg. 9 of 22       
A level created with heightmaps:
http://hce.halomaps.org/index.cfm?fid=3103

A level created with original polygons:
http://hce.halomaps.org/index.cfm?fid=3167


ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Nov 13, 2010 12:02 PM    Msg. 10 of 22       
Quote: --- Original message by: MoooseGuy
A level created with heightmaps:
http://hce.halomaps.org/index.cfm?fid=3103

A level created with original polygons:
http://hce.halomaps.org/index.cfm?fid=3167


It also depends on the person, now if they can spend the time working on all the different shades of gray to make the heightmap more realistic then yes its the way to go, it works for them. If not, then if they can spend the time working on each poly then good for them.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 13, 2010 12:03 PM    Msg. 11 of 22       
Quote: --- Original message by: MoooseGuy
A level created with heightmaps:
http://hce.halomaps.org/index.cfm?fid=3103

A level created with original polygons:
http://hce.halomaps.org/index.cfm?fid=3167


it really depends how complex the height map is. But the sheer number of polys to make a height map look good won't work out well in halo.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 13, 2010 01:33 PM    Msg. 12 of 22       
Height maps can only go so far. They cant indent on them self becuase they can't overlap, and you can't build vertical faces of buildings or structures. I would only use a height map on backround things, but even then I might as well take a plane and use paint deformation tool.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 13, 2010 02:17 PM    Msg. 13 of 22       
Quote: --- Original message by: MoooseGuy
A level created with heightmaps:
http://hce.halomaps.org/index.cfm?fid=3103

A level created with original polygons:
http://hce.halomaps.org/index.cfm?fid=3167


heightmap i made in paint in about a minute in a half:
http://img535.imageshack.us/img535/3352/dxhdh.jpg

thats not an ideal BSP, BUT YOU GET THE IDEA.


yeeyayy
Joined: Sep 18, 2010


Posted: Nov 14, 2010 03:03 AM    Msg. 14 of 22       
foo height maps = fail
Worst than sky boxes


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Nov 14, 2010 03:15 AM    Msg. 15 of 22       
Quote: --- Original message by: MoooseGuy
A level created with heightmaps:
http://hce.halomaps.org/index.cfm?fid=3103

A level created with original polygons:
http://hce.halomaps.org/index.cfm?fid=3167


did you seriously just compare a level that looks like it was done by a complete noob who used five shades of grey and doesn't know anything about highmaps to delta ruined, which was done by some guy who's probably done more than his share of mapping

really now, that's a bit unfair don't you think
Edited by HaloIsAHorribleGane on Nov 14, 2010 at 03:18 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 14, 2010 04:15 AM    Msg. 16 of 22       
Quote: --- Original message by: HaloIsAHorribleGane
did you seriously just compare a level that looks like it was done by a complete noob who used five shades of grey and doesn't know anything about highmaps to delta ruined, which was done by some guy who's probably done more than his share of mapping

really now, that's a bit unfair don't you think
Edited by HaloIsAHorribleGane on Nov 14, 2010 at 03:18 AM

That's the point.


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Nov 14, 2010 06:04 AM    Msg. 17 of 22       
oh so the point was to compare a map made by someone using one technique who doesn't know what the hell he's doing to Arteen and use that as grounds for calling the technique inferior

okay then

you could work for fox news


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 14, 2010 07:55 AM    Msg. 18 of 22       
Sorry for being "MIA". I usually live on the other side of the world to most people on most of the forums I visited and my Skype contacts.

So anyway,what I can make up from this thread is that even though the tutorial i read recommends height maps in most game engines,he/she was talking about modern ones (like blender's game engine,the source engine,unreal engine,unity, etc.) but not halo's game engine which is more than ten years old considering that bungie has been developing it since 1998 or so,straining the use of height maps until it creates lots more problems than solutions.

Thanks for answering my question rather than totally flaming me out. This community is not as bad as your reputation recommends. Though I only learn about it through you guys yourself.I may be a new member but I have been lurking here for a while

(wow that was a mouthful )
-zekilk
Edited by cyboryxmen on Nov 14, 2010 at 08:40 AM


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Nov 14, 2010 11:45 AM    Msg. 19 of 22       
heightmaps would be fine, but you'd have to change them into low-poly. high poly would probably be good for normals, but halo doesn't have that.

problem is most everyone around here only thinks there's one right way to do things, and don't know anything about 3DS Max outside of what they specifically use it for


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 14, 2010 12:09 PM    Msg. 20 of 22       
Quote: --- Original message by: HaloIsAHorribleGane
heightmaps would be fine, but you'd have to change them into low-poly. high poly would probably be good for normals, but halo doesn't have that.

problem is most everyone around here only thinks there's one right way to do things, and don't know anything about 3DS Max outside of what they specifically use it for
Lies
lies


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Nov 14, 2010 12:53 PM    Msg. 21 of 22       
you're right I'm misleading him intentionally, not at all holding a legitimate conversation about heightmaps


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 14, 2010 01:01 PM    Msg. 22 of 22       
Height maps are a very legitimate way of making maps. For Halo? Not always. Like HIAHG said, you'd need to make them more low poly.

Just because most often maps using heightmaps turn into horrible extruded messes, doesn't mean they always will. Actually I have more reason to believe they're made by overuse of the extrude tool that heightmaps.

 

 
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