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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Any good tutorials on Forerunner Modelling?

Author Topic: Any good tutorials on Forerunner Modelling? (7 messages, Page 1 of 1)
Moderators: Dennis

klasher1000
Joined: Nov 1, 2012


Posted: Feb 27, 2014 12:49 AM    Msg. 1 of 7       
So I have some concepts in my head, but I just wanted to know if anyone had released a detailed Forunner modelling tutorial.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Feb 27, 2014 01:10 AM    Msg. 2 of 7       
The best way is to draw your concepts as best as you can and model over the concept.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Feb 27, 2014 02:42 AM    Msg. 3 of 7       
I always thought it was pretty self-explanatory. Lots of angles, lots of design. There's also different styles of Forerunner architecture, as well. (ex. Alpha Halo, Delta Halo, Requiem. And it's not just being stone vs metal)
I would study and look around at the type of Forerunner architecture you want to model and kind-of going off that, using them as references. searching 'halo forerunner architecture' should supply some good results. However I suggest staying away from the Halo 4 stuff, that's quite a bit more complicated.

Also a sort of delta style tutorial from http://www.modacity.net/forums/showthread.php?16703-Quickly-Creating-Forerunner-Structures


http://img189.imageshack.us/img189/7709/forerunnerdemo.jpg


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 27, 2014 09:39 AM    Msg. 4 of 7       
Shift drag edges
slice plane
cut
copy paste vertex or edge positions
chamfer


klasher1000
Joined: Nov 1, 2012


Posted: Feb 27, 2014 02:58 PM    Msg. 5 of 7       
Thank you all for your help!


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 2, 2014 09:27 AM    Msg. 6 of 7       
As you might have noticed it depends on the shape you are modeling in the first place,
most of the time it's about how you want the angles to flow.
Try using your chosen textures to get the style too, like use it for angles etc within the shape.

notice the main shape of this corner piece, but see how the texture is creating the style just with the texture.
not great but hey, you get the idea.



ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 2, 2014 10:05 AM    Msg. 7 of 7       
Quote: --- Original message by: Mootjuh
If you're modelling after a existing piece, you can use the texture as reference to get the proportions right. Or else you get ugly differences in texture density.


Yea you could do that if, you are using an existing piece and don't want to have a different look to it.
Might even be a good idea for the op to model from existing textures to get the feel of how it can be used and manipulated.

edit: might even even lol, ment even be.
Edited by ally on Mar 2, 2014 at 10:08 AM

another edit:
notice in 3ds max my lines on the texture are pixelated, that isn't the case in halo ce, so check it there too.


see not pixelated ingame, but my lines aren't all where they should be yet.
get a good bit of practice with the unwrap uvw modifier and you'll have that sorted.
Edited by ally on Mar 2, 2014 at 10:25 AM

 

 
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