dropbox download here sentinel not included.
CHANGES
armor colour changed from dark green to white for team colouring
changed specular and diffuse to better suit cubemaps
added overhead lighting, gloss, and AO to the diffuse and specular to enhance appearance
integrated normal maps into specular and diffuse to "fake normals"
got rid of most of the grime from the default diffuse and specular
cleaned the hexes on the techsuit so the hexes don't pop out as much
all pictures, believe it or not, were taken with basic lighting. a single light above the scene(a light for the chief's flashlight in the first, a few background lights for the last) to showcase what the armor would look like under simple lighting conditions.
first screenshot used Human_Optics_Cube as the armor cubemap, and the visor has an unreleased cubemap. the second picture uses the default armor cubemap for the armor and a halo 4 cubemap for the visor, included in the release. same with the last screenshot, except the armor uses a more metallic cube for the armor.
the rigging is mostly intact from what came from adjutant, albeit with new bones. the techsuit rigging needs adjustment in the neck area; simply expand the head bone's influence. the finger rigging is yet to be done.
PROGRAMS USED:
Photoshop CS5(textures)
Autodesk 3dsmax 2010(baking, rigging, rendering)
Genetica 3.6(cubemaps)
Adjutant(ripping)
copypasted from the readme because of lazyness:
CREDITS:
Master Noob--------- made the .zip, edited the textures, goofed off
jackrabbit------------ tried
343i------------------- models, textures, assets, inspiration, etc
Gravemind----------- ripping tools(adjutant)
Rosanna Weyland--- officially anouncing the halo 4 ripping plugins for adjutant
If I forgot anyone(seriously?) scream at me via PM to prevent thread clogging.
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CONTENTS:
Files
rig.max-------------a .max 2010 file that has some basic rigging and smoothing groups.
overhead_bake----a .max 2010 file that has the overhead process almost completely set up for you.
killme_gif-----------a .max 2010 file that has the setup for the KILL ME .gif seen in the bipeds thread.
Folders
Cubemaps----------contains some cubemaps in .png.
Extra----------------contains some extras, including old versions of the textures, renders, and otherwise useless garbage.
Final-----------------contains all the textures you need.
HDRs----------------contains .png files that fit into the Reflection slot in 3dsmax's material editor.
Source--------------contains the source .emfv3 and .tiff files.
HOW TO:
Overhead Ambient Occlusion baking
import model into scene, set it anywhere, apply the white material(Standard_1) and
change the material's normal maps as necessary. select the model, go to
Rendering>Render To Texture... or alternatively press 0. select your object and make
sure under Mapping Coordinates that Object:Use Existing Channel is selected. scroll
down, click Add..., set the type to Complete Map, change the resolution, change the
filetype to whatever, click render, then return later to have an overhead AO texture
all nice and ready to use. post in the thread if you come across problems.
Overhead Glossiness
same as above, only swap out the white material with the black material. you can
also select a light(they are instances, changing one changes them all) and turn off
shadows to get better results.
questions? concerns? criticisms? post em.
PICTURES
sent a .zip to the site, awaiting status.
Edited by master noob on May 20, 2013 at 06:22 PM