A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Highest quality texturing?

Author Topic: Highest quality texturing? (4 messages, Page 1 of 1)
Moderators: Dennis

Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Feb 28, 2015 07:57 PM    Msg. 1 of 4       
Can someone post some pics of some high quality UV mapping that looks good, like nex's does? Or better? I wanna see how good it can look.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Feb 28, 2015 08:01 PM    Msg. 2 of 4       
You'd just mainly want to make sure that the UVmapping occupies as much space as possible within the texture plate. Everything should be proportional and optimize usage.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Feb 28, 2015 08:38 PM    Msg. 3 of 4       
Quote: --- Original message by: Ubermaniac
Can someone post some pics of some high quality UV mapping that looks good, like nex's does? Or better? I wanna see how good it can look.


Ask johnlex.


NeX
Joined: Apr 11, 2013


Posted: Feb 28, 2015 11:28 PM    Msg. 4 of 4       
I didn't UV any of the stuff I've done, I have 0 modeling experience and 3DS max once played euchre with my bunghole.

I just make or edit the textures to a point where they will look good in the game, and put them where they need to go.

Good tip is to look at what's already there, fill it with a bitmap that is a solid color (or multiple for those textures like strips_narrow and such) and see how they all interlock and interact. After that it just takes an artistic eye and some foresight to see what will look good and go together. Sometimes it's a real pain, and you'll spend 2 hours texturing a map to 90%, and then redo everything because nothing would look good in that last 10% with what you currently have there. Other times a whole map takes less than an hour. Photoshop is your friend, and so are shaders.

I will have a public beta release of a handful (11 i think) of the maps I've completed thus far (still WIP obviously), and they are all of course unprotected. Feel free to look around in the bitmaps/nex folder and see how I put everything together.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 5:23 AM 187 ms.
A Halo Maps Website