3dsmax Rendering Support Topic
He never said he was talking about the armor, anywhere. Considering the visor cubemap is from Halo 2, there is substantially more evidence to suggest he was talking about the visor than the armor. And furthermore considering there is virtually no visible reflection on the armor, at all, there is another key point against your claim about what he referred to. All evidence at your disposal points to him talking about the visor and that cubemap.
- trepdimeflou
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I think it's great. The blade should be a little longer, in my opinion (stretched out) and what DEEhunter said.tsgfilmwerks wrote:How about this for an energy sword mesh?
[img]image%20of%20energy%20sword[/img]
For anybody still wondering where FTD has gone, here it is.
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Actually, its at an odd camera angle, making it look a little shorter than it was. And it is for CG (it's still the same H2 model, I just sharpened the edges & applied a catmull-clark smoothing effect to the mesh for close-up shots).
Although, I can't for the life of me figure out how the blade's shading system (or any plasma masking shading system from H2) works.
Here's the view from the top:
Although, I can't for the life of me figure out how the blade's shading system (or any plasma masking shading system from H2) works.
Here's the view from the top:
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Maybe it isn't? I actually prefer it the way it is.DEEhunter wrote:If its supposed to be a halo 3 sword then it needs more spike on the edges.
For anybody still wondering where FTD has gone, here it is.
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Ah, I see. Though I must confess I liked Halo 2's energy sword design much more than Halo 3's (I could just stare at Halo 2's for hours). Not to mention, the original blade mesh I used had enough vertices around the hilt that to make it look like Halo 3's, I would have to actually modify the mesh itself.
DEEhunter wrote:
The spikes on the handle guard.