
KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: May 26, 2012 05:41 PM
Msg. 1 of 15
About 2-3 years ago I released a tutorial about modeling a "valhalla styled" base. It was fine, except it didn't have any commentary. I plan on creating a better tutorial for the community with a proper commentary added to it. My only question is: What do you guys want me to go over?
Here is my layout:
0. Introduction to Forerunner Architecture. 1. Developing a basic layout (Interior and Exterior). 2. Modeling and Texturing the Interior. 3. Modeling and Texturing the Exterior. 4. Add Lighting to the Structure. 5. Conclusion.
The modeling and texturing will not be half-ass'd as I plan to make this a a high quality tutorial. So what else would you like to see?
-Getting the structure in game?, Attaching it to a cliff wall?
Overall, I want to help those who struggle at creating forerunner art. It makes me happy when most of the community ask me "How do you create such great forerunner models?", but saddens me when I can't conclude five years of experience to those who need it most.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: May 26, 2012 09:01 PM
Msg. 2 of 15
Quote: --- Original message by: Private Caboose Well, your layout makes a lot of sense, however, instead of texturing and modelling, 2. Modelling Interior 3. Modelling Exterior 4. Texturing Indeed. But modeling while texturing repetitive parts helps a lot. Its a style that I have developed and saves a lot of time. For example, if I have a support beam that I'm going to use ten times in my level. Why not texture it once instead of ten times? It will make more sense once the tutorials are created. So far, I developed a powerpoint about forerunner architecture. It is suppose to be brief and go over the basics. Most of the learning will occur during the modeling parts of the tutorial.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 27, 2012 01:37 AM
Msg. 3 of 15
It would be great if you could make a tut on how to make the structures (columns) with the 45 degree inset-ed cutout parts. Attaching structures to cliffs would be good too. Make a vid of you making a telebase attached to cliffs please. Happy grad to whoever did that :)
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 27, 2012 01:42 AM
Msg. 4 of 15
I will love you if you make this
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: May 27, 2012 01:46 AM
Msg. 5 of 15
Quote: --- Original message by: Maniac1000 It would be great if you could make a tut on how to make the structures (columns) with the 45 degree inset-ed cutout parts. Attaching structures to cliffs would be good too. Make a vid of you making a telebase attached to cliffs please. Happy grad to whoever did that :) Seeing as my last tutorial was a ground base. A cliff base shall be the choice. Hmph. I could demonstrate the creation of both a ground structure and a cliff base.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 27, 2012 02:37 AM
Msg. 6 of 15
Excelent. I am sure it will be very helpful to people.
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Nickster5000
Joined: Dec 11, 2010
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Posted: May 27, 2012 04:00 AM
Msg. 7 of 15
Add another part: tools.
If you go over the tools & teach us how to apply them properly, the tutorial can go outside of forerunner and different objects in life & other games. Besides, it matters how well you can use the tools in the end, right?
I'd totally get into this tutorial if you released it by the way.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 27, 2012 03:53 PM
Msg. 8 of 15
Quote: --- Original message by: mastur cheef Just make the tutorial like the way you model forerunner. Excellently?
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: May 27, 2012 05:48 PM
Msg. 9 of 15
Quote: --- Original message by: mastur cheef I mean the way he always does, what he does first and what he does next, His own style. That is what I plan on doing . Maybe after this one, if it goes swell, I will do a level design tutorial for you all.  Anyways. I have completed the first two parts of the tutorial. Do you guys want me to upload them, or wait until the entire tutorial is done? -------Edit---------- Parts 1 and 2. Part 3 will be uploaded in about an hour or so. ----Part1---- http://www.youtube.com/watch?v=6gtrquA5X6E ----Part2---- http://www.youtube.com/watch?v=9a5uk_BRaRw ----Part3.1---- http://www.youtube.com/watch?v=LTstJuqo-yE ----Part3.2---- http://www.youtube.com/watch?v=8gR_Rg1_qTI ----Part3.3---- http://www.youtube.com/watch?v=LqPtflWDF0c Edited by KingFisher on May 27, 2012 at 08:53 PMEdited by KingFisher on May 27, 2012 at 09:48 PM
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: May 28, 2012 04:00 AM
Msg. 10 of 15
Pretty nice tutorial Kingfisher. :) I see your all videos. ;) Awesome job!
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: May 28, 2012 05:09 PM
Msg. 11 of 15
I'll be working on the other tutorials some other time this week. Glad some of you are enjoying them.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 2, 2012 12:53 AM
Msg. 12 of 15
Make boxes looking like a simple boxy shape of the model. Export as jms. Use: tool collision-geometry [Insert directory here]. The end.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 2, 2012 08:17 AM
Msg. 13 of 15
No.
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n00b4life95
Joined: Jun 5, 2012
Feet first into hell
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Posted: Jun 5, 2012 11:34 PM
Msg. 14 of 15
Sounds great! Looks like I'm going back into modeling over the summer =D
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Jun 6, 2012 01:03 AM
Msg. 15 of 15
Quote: --- Original message by: FMT MasterChief How to make collision model cause i can't. Maybe in the future when I create a tutorial for scenery, but this is mostly for BSP help.
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