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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[RELEASE] - some modified Master Chief textures from Halo 4

Author Topic: [RELEASE] - some modified Master Chief textures from Halo 4 (21 messages, Page 1 of 1)
Moderators: Dennis

master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 20, 2013 12:16 AM    Msg. 1 of 21       

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.

--------------------------------------------------------------------------------

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


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: May 20, 2013 01:59 AM    Msg. 2 of 21       
So what's modified? From what I can tell is it desaturation on some of the rubber? If so, excellent move. I can't stand seeing the rubber colored like the armor.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: May 20, 2013 03:13 AM    Msg. 3 of 21       
New colors and the rubber if I'm correct.


Bobblehob
Joined: Aug 29, 2010


Posted: May 20, 2013 03:49 AM    Msg. 4 of 21       
Quote: --- Original message by: Invader Veex
So what's modified? From what I can tell is it desaturation on some of the rubber? If so, excellent move. I can't stand seeing the rubber colored like the armor.


Well, the SP armor has rubber colored as rubber, and thats it. So you should be okay, if its MP armor however... yeah xP


darksoldier
Joined: Dec 28, 2010

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


Posted: May 20, 2013 04:52 AM    Msg. 5 of 21       
Nice release master noob ! :D


P3
Joined: Dec 2, 2011


Posted: May 20, 2013 06:57 AM    Msg. 6 of 21       
Thanks. :)

Aaahhh..... The rig is messed up. :(
Edited by P3 on May 20, 2013 at 07:14 AM


jabberwockxeno
Joined: Jan 16, 2013


Posted: May 20, 2013 02:56 PM    Msg. 7 of 21       
How much of the visor is in game assets vs. custom made?


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: May 20, 2013 03:48 PM    Msg. 8 of 21       
I love it all.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 20, 2013 06:14 PM    Msg. 9 of 21       
I guess I should have put what I changed, huh. editing the first post.


P3
Joined: Dec 2, 2011


Posted: May 20, 2013 06:22 PM    Msg. 10 of 21       
So the rig problem isn't going to be fixed? D:


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 20, 2013 06:23 PM    Msg. 11 of 21       
Quote: --- Original message by: P3
So the rig problem isn't going to be fixed? D:

aside from the neck and the fingers, what other problems are there?


P3
Joined: Dec 2, 2011


Posted: May 20, 2013 07:01 PM    Msg. 12 of 21       
Well, the legs when you turn it sideways; his legs crushes into his side. His arms when it rotates looks kind of weird. Some of his armpit stays in place; when you rotate the arms, it doesn't look quite right. Also i don't really like the purple tint on the visor. Maybe a darker orange or red-orange. Just me though. Not sure about anyone else.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 20, 2013 07:19 PM    Msg. 13 of 21       
Quote: --- Original message by: P3
Well, the legs when you turn it sideways; his legs crushes into his side. His arms when it rotates looks kind of weird. Some of his armpit stays in place; when you rotate the arms, it doesn't look quite right. Also i don't really like the purple tint on the visor. Maybe a darker orange or red-orange. Just me though. Not sure about anyone else.

sounds like an envelope issue. do you know how to fix it yourself? I got bogged down with projects again.


P3
Joined: Dec 2, 2011


Posted: May 20, 2013 07:37 PM    Msg. 14 of 21       
I wish i could do it myself... I've tried rigging and it didn't end up going too great... :(
I guess i would just have to wait for someone else to release a better one, or wait until you get the chance to do it... I will try fixing it myself, but i know i can't.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 21, 2013 07:38 PM    Msg. 15 of 21       
Quote: --- Original message by: P3
I wish i could do it myself... I've tried rigging and it didn't end up going too great... :(
I guess i would just have to wait for someone else to release a better one, or wait until you get the chance to do it... I will try fixing it myself, but i know i can't.

all you really need to do is go into the skin modifier and expand/contract the offending bone influences, it isn't as though you have to reskin the entire thing as I have.


Banshee64
Joined: Dec 4, 2012

oify


Posted: May 23, 2013 08:33 PM    Msg. 16 of 21       
lol this is bad


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 23, 2013 08:52 PM    Msg. 17 of 21       
Quote: --- Original message by: Banshee64
lol this is bad

evidence?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 23, 2013 10:07 PM    Msg. 18 of 21       
Quote: --- Original message by: waffles
lol you need evidence for an opinion?

I need criticism as to how to improve it, not opinions.


ryanlegojedi
Joined: Oct 10, 2011

Animator Tagger Compiler


Posted: May 23, 2013 10:26 PM    Msg. 19 of 21       
the fingers start to bug out when I try to rotate them


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: May 23, 2013 10:45 PM    Msg. 20 of 21       
Quote: --- Original message by: ryanlegojedi
the fingers start to bug out when I try to rotate them

as stated in the OP, the fingers are still WIP.


ryanlegojedi
Joined: Oct 10, 2011

Animator Tagger Compiler


Posted: May 24, 2013 11:37 AM    Msg. 21 of 21       
Ah ok didn't see that while reading.

 

 
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