
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 20, 2012 09:49 PM
Msg. 1 of 15
Are those all different meshes?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 20, 2012 10:06 PM
Msg. 2 of 15
Just in case you don't know... you'll have to make that a single mesh if you want to put it ingame.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jul 20, 2012 10:11 PM
Msg. 3 of 15
I can tell from the looks of it that it's not going to work well ingame.
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P3
Joined: Dec 2, 2011
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Posted: Jul 20, 2012 10:19 PM
Msg. 4 of 15
The spheres?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jul 20, 2012 10:24 PM
Msg. 5 of 15
Quote: --- Original message by: P3 The spheres? And the fact that they do not connect together in one mesh, but instead, they cross and pierce through each other.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jul 20, 2012 10:44 PM
Msg. 6 of 15
And about the putting it ingame... Just don't. You probably already have so many polies WITHOUT it being seamsealed. Even high end games today use simple diamonds mostly for railings and merging this with the other mesh will cause the need for so many extra polies for such an insanely low detailed object.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Jul 21, 2012 04:26 AM
Msg. 7 of 15
mmmm bridges..... i love bridges
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jul 21, 2012 05:45 AM
Msg. 8 of 15
I'm gonna make tutorial on how to model a bridge like yours ( a bit more realistic though) useing the connect tool and the bridge tool and all in one mesh without unwelded vertex's so you can use the same model as acollision model. The format will be in PDF format though.
And btw the bridge tool is not a tool which spits out perfect bridges lol.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 21, 2012 01:30 PM
Msg. 9 of 15
And this can go ingame, no problem. Just link all the different meshes to the frame, and make a seperate collision model on the railings. Piece of cake.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jul 21, 2012 01:31 PM
Msg. 10 of 15
Quote: --- Original message by: sshers1Okay I have scrap the first bridge and I have done it again :) How about this :) I didn't change the meshes I was just creating the forerunner bridge http://i707.photobucket.com/albums/ww79/sshers1/Untitled-11.pngWill this work ingame? Edited by sshers1 on Jul 21, 2012 at 11:53 AM Anything can work in game, it just needs to modeled effectively. For a bridge you'd probably be better off making it part of the BSP though instead of scenery.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 21, 2012 01:53 PM
Msg. 11 of 15
Quote: --- Original message by: waffles @yak
Its just a flat static mesh though, makes it perfect for a scenery object in halo, allowing you to use it multiple times throughout a map. Bsp elements are usually varied somewhat in shape/etc. Plus you dont have to deal with bsp related mesh errors like open edges, collision in scenery objects are super easy. ...just be sure to not put any scenery on the scenery, or you'll fall through it.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jul 21, 2012 02:59 PM
Msg. 12 of 15
Quote: --- Original message by: ODST_NickQuote: --- Original message by: waffles @yak
Its just a flat static mesh though, makes it perfect for a scenery object in halo, allowing you to use it multiple times throughout a map. Bsp elements are usually varied somewhat in shape/etc. Plus you dont have to deal with bsp related mesh errors like open edges, collision in scenery objects are super easy. ...just be sure to not put any scenery on the scenery, or you'll fall through it. Where did you get that from? No, that doesn't happen.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jul 21, 2012 03:53 PM
Msg. 13 of 15
Quote: --- Original message by: ODST_NickQuote: --- Original message by: waffles @yak
Its just a flat static mesh though, makes it perfect for a scenery object in halo, allowing you to use it multiple times throughout a map. Bsp elements are usually varied somewhat in shape/etc. Plus you dont have to deal with bsp related mesh errors like open edges, collision in scenery objects are super easy. ...just be sure to not put any scenery on the scenery, or you'll fall through it. He lies.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jul 21, 2012 10:23 PM
Msg. 14 of 15
So if I understand correctly you are shooting for a short Forerunner style bridge. Let me make a suggestion on styles to imitate. This picture comes from a site that houses a few pictures of concept art orriginally for the canceled Halo MMO found at http://http://xbox360.ign.com/articles/102/1027005p1.html . The architecture is slightly like Halo 4's style even. Here is a good reference on a bridge design in question. I know you see forerunner architecture as being a lot of extrudes and insets most likely, BUT it is all about the correct extrudes used in the proper fashion. This picture depicts very well, I believe, what a good forerunner bridge should look like.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jul 22, 2012 01:50 AM
Msg. 15 of 15
I just modelled a bridge for you to show what your mesh should look like. took me 20 mins and after modeling it just realised you are making a forerunner brdige now -.- Edited by Cheddars on Jul 22, 2012 at 01:51 AM havnt unwrapped or done poly optimization yet but plan too and i will texture it Edited by Cheddars on Jul 22, 2012 at 01:59 AM
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