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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 10 of 20)
Moderators: Dennis

eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 06:11 PM    Msg. 316 of 682       
the back part that is straight up and down in that structure. make it cut in somewhere even if only a little bit. I think that is what it is missing.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 9, 2013 06:11 PM    Msg. 317 of 682       
It's missing depth!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 06:15 PM    Msg. 318 of 682       
lol i am a genius





eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 06:44 PM    Msg. 319 of 682       
The horizontal pulse has me confused.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 06:48 PM    Msg. 320 of 682       
Quote: --- Original message by: eliteslasher
The horizontal pulse has me confused.


that beam is just a placeholder, i'm gonna make that energy beam part of the bsp and it's gonna have better effects

the concept is based on this




eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 07:03 PM    Msg. 321 of 682       
Ah so the beam will not be continuous then. From what I gather it will just be something to look like it's transferring a high energy stream for power for the structure then correct?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 07:12 PM    Msg. 322 of 682       
Quote: --- Original message by: eliteslasher
Ah so the beam will not be continuous then. From what I gather it will just be something to look like it's transferring a high energy stream for power for the structure then correct?


exactly :)
i'm still trying to find an HD version of the beam emitter tags tho
if i don't find them i will have to do it myself by editing the bitmaps and shaders and maybe even the model and animations



eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 07:26 PM    Msg. 323 of 682       
Yeah that's what I would do. Just make it an animated scenery. Should work great. Plus, it would reduce BSP polies.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 9, 2013 07:52 PM    Msg. 324 of 682       
Maybe Rotate it Forward so the long part is sticking straight up to make the beam look right like the other towers in the pictures. Or put something in the back and put the beam between them. Or even better add the other tower back in underneath it.
making it taller.
Edited by jackrabbit on Apr 9, 2013 at 07:57 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 9, 2013 07:53 PM    Msg. 325 of 682       
better, how about you add some more features to the structure, maybe ribbing or something


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Apr 9, 2013 07:57 PM    Msg. 326 of 682       
Love the new structure! Looks like a really creative take on the "usual" Forerunner design.

I thought about it after looking at the zoomed-out picture, but what if you made the light beams
emit energy in pulses (see Infinity in the default maps), instead?
Then, it'd look more like the two beams are actually related to each other, and everything would
look more dynamic.... What do you think?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 9, 2013 08:01 PM    Msg. 327 of 682       
Like this.



SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 9, 2013 08:09 PM    Msg. 328 of 682       


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 08:09 PM    Msg. 329 of 682       
Quote: --- Original message by: renegade343
Love the new structure! Looks like a really creative take on the "usual" Forerunner design.

I thought about it after looking at the zoomed-out picture, but what if you made the light beams
emit energy in pulses (see Infinity in the default maps), instead?
Then, it'd look more like the two beams are actually related to each other, and everything would
look more dynamic.... What do you think?


the vertical will be an beam emitter like those from "infinity", "valhalla", etc... but i'm trying to find an HD version, if i don't find it i will simply do it myself

the horizontal one will be a continuous stream of energy, but it will obviously be more detailed and thicker, like the one from tempest







woah, that looks awesome!
you got that model by any chance? :D



Quote: --- Original message by: SilentJacket


this.

this so much.


I'm not capable of doing something like that... at least not yet :-|
but let me see what i can do
i will practice forerunner architecture some more

Edited by ChBgt909 on Apr 9, 2013 at 08:16 PM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 08:18 PM    Msg. 330 of 682       
I must ask. Do you work in poly or mesh mode? I noticed that when I switched to poly from mesh it made doing things such as that ever so much easier.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 08:19 PM    Msg. 331 of 682       
Quote: --- Original message by: eliteslasher
I must ask. Do you work in poly or mesh mode? I noticed that when I switched to poly from mesh it made doing things such as that ever so much easier.


poly


eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 08:24 PM    Msg. 332 of 682       
Next question. Do you use boolean or proboolean at all? I use it a bit to cut/add better shapes and details into my geometry.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 08:39 PM    Msg. 333 of 682       
Quote: --- Original message by: eliteslasher
Next question. Do you use boolean or proboolean at all? I use it a bit to cut/add better shapes and details into my geometry.


i used it on both "Imposing" and "Core" but it leaves a lot of UVW errors that only appear in sapien when you're running the radiosity and a few "couldn't update edges" errors, errors that i have to spot and fix and since i'm short on time for that i used the tool cut for this map


eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 09:06 PM    Msg. 334 of 682       
Errors can be reduced by making the surrounding co-planar polies into single polies where the object will be cut or added. While many people do not recommend having large scale polies, if you re-triangulate the large scale polies before cutting there should be no errors produced from what I have noticed. I rarely have to target weld or even remove unneeded vertices doing it this way. The couldn't update edge errors are most likely from spikes I assume? Those sometimes get created if you don't retriangulate the surrounding polies. Not saying you have to use it, it's your decision, but from my experience, if you get use to it, it is faster than cutting details in I think.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 9, 2013 09:27 PM    Msg. 335 of 682       
You know being that its only for looks there's quite a a lot of stuff you could get away with as far as looks go.

On another note I think you need to put some forerunner cover on the bridge. not on top but on the sides like railing of some sort. For cover.

This map is reminding me of daybreak in a way. just missing some man cannons.
Edited by jackrabbit on Apr 9, 2013 at 09:30 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 9, 2013 09:32 PM    Msg. 336 of 682       
Quote: --- Original message by: eliteslasher
Errors can be reduced by making the surrounding co-planar polies into single polies where the object will be cut or added. While many people do not recommend having large scale polies, if you re-triangulate the large scale polies before cutting there should be no errors produced from what I have noticed. I rarely have to target weld or even remove unneeded vertices doing it this way. The couldn't update edge errors are most likely from spikes I assume? Those sometimes get created if you don't retriangulate the surrounding polies. Not saying you have to use it, it's your decision, but from my experience, if you get use to it, it is faster than cutting details in I think.



yeah i know, i got to realize that when i created "imposing" and "Core"

i've been using both boolean and pro-boolean for quite a while
the "couldn't update edges" errors weren't too common in my situation, the likely ones where some triangles that were too "thin" and even tho they had good mapping, the radiosity rejected them

only this map was the exception since it's use wasn't necessary

Edited by ChBgt909 on Apr 9, 2013 at 09:36 PM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 9, 2013 09:54 PM    Msg. 337 of 682       
Gotcha. Well, it's looking great so far. Keep it up.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Apr 10, 2013 06:25 AM    Msg. 338 of 682       


I don't know why, but your model reminds me mass effect on some part. Open environnement, with many space and big structure. That's very VERY AWESOME ! Realy nice job that's awesome !


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Apr 10, 2013 09:30 AM    Msg. 339 of 682       
Quote: --- Original message by: DSalimander

Textures still look pretty generic on that structure.


it obviously looks like that because of the long distance, the textures look just fine from the game area


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 10, 2013 11:23 AM    Msg. 340 of 682       
Quote: --- Original message by: SlenderMan
Quote: --- Original message by: DSalimander

Textures still look pretty generic on that structure.


it obviously looks like that because of the long distance, the textures look just fine from the game area

I also thinkl the structure deserves a better unwrapping, or it's own texture


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 11, 2013 12:13 AM    Msg. 341 of 682       
Yes, if i don't find a fitting textures i will have to do a custom texture myself...

Now... tbh i wasn't happy with that model so i made something new... how about this? you like it?








eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 11, 2013 12:21 AM    Msg. 342 of 682       
on the top angled part, have a thinner piece undercut it with a more basic shape. Also, that perfectly square part. Maybe at least make a slight chamfer there just so it doesn't come to a crazy corner like that. I know that some forerunner uses those corners, but that area just doesn't look right to me with that 90 degree angle there. The one on the bottom is probably okay, but the top one is the one buggin me.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 11, 2013 12:25 AM    Msg. 343 of 682       
Quote: --- Original message by: eliteslasher
on the top angled part, have a thinner piece undercut it with a more basic shape. Also, that perfectly square part. Maybe at least make a slight chamfer there just so it doesn't come to a crazy corner like that. I know that some forerunner uses those corners, but that area just doesn't look right to me with that 90 degree angle there. The one on the bottom is probably okay, but the top one is the one buggin me.


which "top angled part"? can you point it out please?

and that corner, yeah i already fixed it, i overlooked that detail haha


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Apr 11, 2013 12:59 AM    Msg. 344 of 682       
I think it actually looks a little over-complicated, especially with it being divided into two...

Like the added engravings and the extra holes makes it look more massive than your earlier
designs, but ... it feels like you carved a little too much out of what you just had before.

Maybe you could make the two "halves" join together somewhere in the middle, instead?


InsaneNapkin
Joined: Apr 9, 2013

"I will not forget those who have fallen"


Posted: Apr 11, 2013 01:14 AM    Msg. 345 of 682       
Why not put glass between those two structures?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 11, 2013 01:34 AM    Msg. 346 of 682       
Mapped!






SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Apr 11, 2013 01:54 AM    Msg. 347 of 682       
WOW, it's looking great bgt!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 11, 2013 01:59 AM    Msg. 348 of 682       
In game!







InsaneNapkin
Joined: Apr 9, 2013

"I will not forget those who have fallen"


Posted: Apr 11, 2013 02:12 AM    Msg. 349 of 682       
Wow that looks great!


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 11, 2013 02:23 AM    Msg. 350 of 682       
That looks better :D

 
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