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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How do you properly model Covenant?

Author Topic: How do you properly model Covenant? (7 messages, Page 1 of 1)
Moderators: Dennis

DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: May 29, 2011 10:26 PM    Msg. 1 of 7       
Yo guys, I have an important question:

How do you properly model Covenant architecture and assets? It's been bothering me for quite some time now and the trickiest part isn't so much their architecture as it is their characters and items. For example, here is a picture of a leg of the Covy Locust I'm trying to model:



As you can see, though it looks Covenant, there are some inaccuracies. I want to know how to properly model Covenant Architecture; anyone have any clue?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 29, 2011 10:34 PM    Msg. 2 of 7       
Covenant things seem to have an organic flow to them. Sort of like beetles. Everything is kinda bulby and covered by an armored caparace.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: May 29, 2011 10:46 PM    Msg. 3 of 7       
I did a bunch of Covenant like architecture a long time ago, it wasn't that difficult. Covy Architecture is made of organic and solids, and colors tend to be purple, blue, orange, and green.

Here are the things I did a long time ago:



To get the basic understanding of it, I replayed "Truth and Reconcilation" and "High Charity", and basically just looked at all the angles and how the geometry was formed.

While it does look alright, there are plenty of inaccuracies and crucial mistakes made, but it is a starting point.


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: May 29, 2011 11:19 PM    Msg. 4 of 7       
More or less the exact same way you model forerunner stuff, just instead of hard angles you smooth them all out lol.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: May 29, 2011 11:30 PM    Msg. 5 of 7       
Quote: --- Original message by: SeL
More or less the exact same way you model forerunner stuff, just instead of hard angles you smooth them all out lol.

Should I utilize Turbosmooth then? I was messing around with Turbosmooth earlier and is seemed to make my rough model look a lot more accurate.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: May 30, 2011 12:12 AM    Msg. 6 of 7       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: SeL
More or less the exact same way you model forerunner stuff, just instead of hard angles you smooth them all out lol.

Should I utilize Turbosmooth then? I was messing around with Turbosmooth earlier and is seemed to make my rough model look a lot more accurate.


No. Turbosmooth is really only good for sub-division modeling.


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: May 30, 2011 08:25 AM    Msg. 7 of 7       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: SeL
More or less the exact same way you model forerunner stuff, just instead of hard angles you smooth them all out lol.

Should I utilize Turbosmooth then? I was messing around with Turbosmooth earlier and is seemed to make my rough model look a lot more accurate.


No, you should use edge chamfer, and maybe mesh smooth on areas where you need to make a circle with more convincing.

 

 
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