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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Whats the easiest way to model a BSP?

Author Topic: Whats the easiest way to model a BSP? (4 messages, Page 1 of 1)
Moderators: Dennis

MEGA_VKNG
Joined: Dec 23, 2013


Posted: Dec 23, 2013 05:33 PM    Msg. 1 of 4       
title. (oh god please dont let this thread get buried by CMT RIPS ;/)


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 23, 2013 07:14 PM    Msg. 2 of 4       
Theres no "easy" way to make a great looking BSP. If you want something to look good, take in the time and effort to do so.

I believe I've shown you it before, but I made a tutorial on creating BSP's in this video:

http://vimeo.com/11781231

I also make a pretty fast rough BSP interior model in this video as well, which you can check out:

http://vimeo.com/12915248

Although, you should be a bit more specific and on what your trying to do. Is it an interior or exterior, what is your workflow currently, what exactly are you having trouble with, etc.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Dec 23, 2013 07:29 PM    Msg. 3 of 4       
Quote: --- Original message by: Higuy
Theres no "easy" way to make a great looking BSP. If you want something to look good, take in the time and effort to do so.

I believe I've shown you it before, but I made a tutorial on creating BSP's in this video:

http://vimeo.com/11781231

I also make a pretty fast rough BSP interior model in this video as well, which you can check out:

http://vimeo.com/12915248

Although, you should be a bit more specific and on what your trying to do. Is it an interior or exterior, what is your workflow currently, what exactly are you having trouble with, etc.


Those are actually pretty good.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 23, 2013 10:43 PM    Msg. 4 of 4       
You can Use a hight map method, but instead of ms paint use photoshop and a lot of different greys and blacks.

You can draw the map in photoshop flat or whatever,

Then model a box in max give it some length and with segments. then apply it to the floor and set the displace modifier to about 50%

This should give needed bumpy ground and shape of the map. from there you can make needed adjustments. Add a base or whatever you want.

 

 
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