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Author Topic: High poly/hi-res map team members wanted (245 messages, Page 2 of 7)
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SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 27, 2012 11:10 PM    Msg. 36 of 245       
thought I would show this off, just cause'



megusta
Edited by SilentJacket on Sep 27, 2012 at 11:30 PM


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Sep 28, 2012 12:01 AM    Msg. 37 of 245       
Can't see enough of the image to warrant a megusta bro


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 28, 2012 12:03 AM    Msg. 38 of 245       
here are some prelim sketches for the Multiplayer map environment





I was thinking of having puddles and water damage where the rock meets the structure.

please note that the structure here is a placeholder until I get a final layout.
Edited by SilentJacket on Sep 28, 2012 at 04:10 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 28, 2012 07:41 PM    Msg. 39 of 245       
green light for our first map then?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 28, 2012 08:31 PM    Msg. 40 of 245       
Interesting.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 28, 2012 10:22 PM    Msg. 41 of 245       


brace concept modeled in inventor
Edited by SilentJacket on Sep 28, 2012 at 10:33 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Sep 28, 2012 11:07 PM    Msg. 42 of 245       
Quote: --- Original message by: waffles
Was gunna ask for the AO or normals when they got finished, but i have the fill layers done.

http://imageshack.us/a/img51/9063/excdiff.png

dont worry about the jagged edges, gunna fix them later. Details like scratches and stuff will probably be in the specular map.


Yeah, the AO and normals will help. Looks pretty bland without them. Is it meant to be anime or a cartoon model btw?


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 28, 2012 11:33 PM    Msg. 43 of 245       
maybe we should focus on one map at a time. We can add that to the future map proposal list, but lets get started on this one.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Sep 29, 2012 02:26 AM    Msg. 44 of 245       
Just got back from Mushroomhead concert (best concert of my life so far perhaps) to come and see this.
I must say! I am QUITE pleased!


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 29, 2012 06:44 PM    Msg. 45 of 245       
@caboose, I'll get you those soon(isn)

I'll sketch an outline of where things need to be/shaped and where I think the detail should go, is that ok?

I will need help on the scale however, but the scenery is about 5-6X bigger that the structure where the combat will take place.

last of all, this map needs a framework:

Main structure:
-forerunner structure overlooking an ocean with the ark in view
-H3 construct style?
-moving parts (light beams, glass symbol scroll animations, etc)
<technical>
-map flow
-line-of-sight
-weapon placement and timers

Scenery:
-add animated birds/waves? (note that while waves look cool, it can't happen because there is no moon)
-copy the waterfall from construct?
-emphases on the rock facets, so no 8-triangle cliffs especially in the areas near the structure

Sky:
-overlooking one of the arms of installation 00
-animated clouds/fog?
-day/night setting?

Bipeds:
-H3/Reach bipeds? (I'd go with Bourrin's H3 MC.)

spawning:
-spawn placement and map flow

weapon set:
-CMT assets?
-H3/H4/Reach weapon set

*we will need to decide what weapons we want on the map, so that the map design can complement them (snipers=areas of long LOS)
-can we implement a loadout system like in Firefight:Descent?

Finally:
polygons and map size, (OS?)
If I recall, we could use different channels with the shaders/textures, rather than just rely on the alpha. we need to have someone modify OS for that.

-balancing map quality and download time

we need to start collecting assets for such, and hopefully find specialists for each area

gogogo!
Edited by SilentJacket on Sep 29, 2012 at 06:45 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 30, 2012 06:59 AM    Msg. 46 of 245       
Quote: --- Original message by: waffles

Quote: --- Original message by: SilentJacket

@caboose, I'll get you those soon(isn)

I'll sketch an outline of where things need to be/shaped and where I think the detail should go, is that ok?

I will need help on the scale however, but the scenery is about 5-6X bigger that the structure where the combat will take place.

last of all, this map needs a framework:

Main structure:
-forerunner structure overlooking an ocean with the ark in view
-H3 construct style?
-moving parts (light beams, glass symbol scroll animations, etc)
animated bitmaps/awesome shaders
Yeah, someone should learn to make awesome-blending-transparent-shaders
<technical>
-map flow
-line-of-sight
-weapon placement and timers

Scenery:
-add animated birds/waves? (note that while waves look cool, it can't happen because there is no moon)
If we are going for a construct type thing, why not some forerunner automatons? contructors/sentinels?
Animated waves ? + uncollidable biped for light refraction LOoloOL. Also I've dreamt to create a starto sentinel, which is possible since the geometry is not so complicated, but I wouldnt texture it
-copy the waterfall from construct?
Should probably be a skybox thing rather than scenery or bsp.
-emphases on the rock facets, so no 8-triangle cliffs especially in the areas near the structure
tbh I doubt Hilarous is able to do some good looking cliffs like in spv3.
Sky:
-overlooking one of the arms of installation 00
Easy, just need someone to get a concept/model
-animated clouds/fog?
super easy, mask/bitmaps either get some h3/reach stuff or an artist to make some textures
-day/night setting?
CMT has some kinda magical lightmap stuff with OS we could implement maybe.

Bipeds:
-H3/Reach bipeds? (I'd go with Bourrin's H3 MC.)
I was actually getting a legit set of mp h3 biped's with custom collision/regions/permutations, I also have the reach spartan sitting around, working on the rig a bit.
My biped is getting old as hell, with those crappy smoothing groups and the color change which have been toned down for a while now, i should re release it. but it would be better using a fresh biped, a reach one for example. I wont give mine away as long as it doesnt feature LODs because it kills halo atm (not on my PC tho)
spawning:
-spawn placement and map flow


weapon set:
-CMT assets?
-H3/H4/Reach weapon set
h3 should be totally possible with all the bitmaps we have access too now
Cuzzzztttteeeewwwwmmm. I have a reach shotty. BTW who knows how to animate here ? lolOLOl
*we will need to decide what weapons we want on the map, so that the map design can complement them (snipers=areas of long LOS)
-can we implement a loadout system like in Firefight:Descent?
need a scripter, dunno if we can for mp

Finally:
polygons and map size, (OS?)
shouldnt be that much of an issue with OS, just dont go absolutely crazy with detail
If I recall, we could use different channels with the shaders/textures, rather than just rely on the alpha. we need to have someone modify OS for that.
As is, we cant just use the channel data to specify anything, we would have to modify the shaders with OS, in which many people have very little coding knowledge.

-balancing map quality and download time

we need to start collecting assets for such, and hopefully find specialists for each area
If we decide on a certain thing, like h3/reach/h4/ mixed assets, I could get stuff ported for other to animate or whatever.
easy stuff.
gogogo!
Edited by SilentJacket on Sep 29, 2012 at 06:45 PM

Edited by waffles on Sep 29, 2012 at 07:02 PM


inb4 opinion conflicts

added my comments :D
Edited by bourrin33 on Sep 30, 2012 at 07:08 AM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 5, 2012 09:12 PM    Msg. 47 of 245       
That's my fault, Iv'e been busy, so no concept art yet. In my defense, I also don't know what Caboose wants as a Terrain Modeler (Caboose, how does do?)

I'll get some geometry up, but I still need input for what people want to see in the main structure.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 5, 2012 09:57 PM    Msg. 48 of 245       
I have sort of a storyline I am working on. If anyone has google docs, let me know and I can share the file.


P3
Joined: Dec 2, 2011


Posted: Oct 5, 2012 10:12 PM    Msg. 49 of 245       
Still taking members? \: |


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 5, 2012 10:21 PM    Msg. 50 of 245       
It's not even so much of a members basis more of a contributors is how I would put it. what position/s you thinking you can help fill?


P3
Joined: Dec 2, 2011


Posted: Oct 5, 2012 10:28 PM    Msg. 51 of 245       
Designing. :) You guys are better at 3d modeling so... can't do that. So designing or storyline. Mostly art stuff.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 5, 2012 10:43 PM    Msg. 52 of 245       
can do, I'll have some free time tomorrow, so yeah

The main structure is also important,

what I have so far:

3 levels, with a drop down outside that connects to the upper two
one main outside level in the shape of a large circle with raised edges, with the second level extruding out as a single, smaller semicircular platform

inner and out boundaries are well defined, with few windows apart from the ones that look into the central power core

Inner boundaries will have 2 layers of wide walkways like in epitaph

glass windows will have scrolling forerunner symbols traveling up them


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 02:48 PM    Msg. 53 of 245       
And it's up, I hope this is what you were looking for.


*note, the # on the left should be (1)






Iv'e yet to get to section (2), partly because its the hardest part, but mostly because I want that chunk of the environment to compliment the structure (which has yet to be designed).

Again, I REALLY need propositions for what people want to see in the structure.

What I have so far is a forerunner power room sunk into the side of a waterfall with patches of ice in the distance
Edited by SilentJacket on Oct 6, 2012 at 02:59 PM


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 03:27 PM    Msg. 54 of 245       
Well.... No response to my question... I'm guessing it's a no then. :|
Edited by P3 on Oct 6, 2012 at 03:29 PM


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 03:36 PM    Msg. 55 of 245       
Not really. What answer i wanted was a yes or no. Didn't get any of them.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 6, 2012 03:47 PM    Msg. 56 of 245       
Quote: --- Original message by: P3
Not really. What answer i wanted was a yes or no. Didn't get any of them.


lol. It's a yes. I am willing to get anyone in who is willing to help or contribute skills, ideas, tags, etc etc...
We always can have people to help us come up with stories/plot-lines or general planning.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 03:52 PM    Msg. 57 of 245       
Ok, Great. :D I would help any art stuff and plot. Just pm me some things you want me to do and i will try to do it. :)


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 04:14 PM    Msg. 58 of 245       
Well we need a base for the structure, so how about one of my reach maps?

















yes, it looks like Requiem, don't hurt me D:


keep in mind that this will be a POTENTIAL BASE, not the final design, but we have to start somewhere.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 6, 2012 05:01 PM    Msg. 59 of 245       
That Reach map looks like a rip off of Selentics "Requiem".

E: oh wait its supposed to be lol
Edited by Higuy on Oct 6, 2012 at 05:02 PM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 6, 2012 05:54 PM    Msg. 60 of 245       
lolz. It's more he's just saying something of the sorts is a style we want to emulate a bit for the interior of the structure we will be creating.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 05:56 PM    Msg. 61 of 245       
Need me to do anything? \:) I could design that needed structure.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 6, 2012 06:05 PM    Msg. 62 of 245       
Quote: --- Original message by: P3
Need me to do anything? \:) I could design that needed structure.


I may have something for you to help me on that involves a story that I need help on. My xfire is same as my username here. I got to leave to go to a concert tonight soon, but if you are on a bit later I will be on. It's 6:00 PM for me at the moment and I should be home by about 1:00 AM. But definitely add me on xfire so we can get to some SP work done while we are getting the first map layout/themes figured out for the MP map.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 08:25 PM    Msg. 63 of 245       
I'm already designing the interior, if anything, you can help with the rocks and trees, maybe a custom biped too.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 08:33 PM    Msg. 64 of 245       
Quote: --- Original message by: SilentJacket
I'm already designing the interior, if anything, you can help with the rocks and trees, maybe a custom biped too.


How about the exterior? I will i do the outside and environment then? And for the biped.... >|:D How about.... THIS!





Cmt isn't using it, so.... why not, right? Or if you guys don't like it then i could make a new one.
Edited by P3 on Oct 6, 2012 at 08:34 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 08:59 PM    Msg. 65 of 245       
not to sound mean, but you should probably redraw that. the proportions are wrong and the helmet needs work.

If you do plan to make the biped sketches, do one with the full armor, then disassemble it so that the modelers can see the individual components once the fully armored spartan is approved.

also, you don't need to color it, leave that to the design team.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 09:16 PM    Msg. 66 of 245       
Yeah i know that. I didn't disassemble because i would have wasted my time if they said no, which they did. (They as in CMT) But ok. I will redraw it or change it. If you guys like it then i would just redraw it. Which one is it then, like or change. I will redraw it either way if you guys like it. I only made it green because it was MC known color.
Edited by P3 on Oct 6, 2012 at 09:17 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 09:19 PM    Msg. 67 of 245       
color makes it harder to see detail. Also you don't need to pose him, a simple stance (standing upright, arms to side, slightly out) will suffice.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 09:25 PM    Msg. 68 of 245       
That's why... i added one that wasn't colored.... And doesn't sometimes adding color actually helps with seeing detail? And i only posed him because i could. It's only to look at until it's accepted. Then i would redraw with modeling stances, i just felt like posing him like that.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 6, 2012 09:32 PM    Msg. 69 of 245       
From an artistic standpoint, yes poses are good, but for modders, it will be easier to judge if you leave him in a neutral stance.

feel free to pose him after approval to see how the parts of the armor move with his actions.


P3
Joined: Dec 2, 2011


Posted: Oct 6, 2012 09:45 PM    Msg. 70 of 245       
But i specifically made it to pose but still show the right amount of details. Oh yeah, so do you want me to make the outer environment and structure?

 
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