A forerunner construct

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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L0d3x




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A forerunner construct

Post by L0d3x »

Here's a forerunner construct I made which will feature in a SP mission I'm working on. Below 3 screenshots, the 3DS render + 2 ingame shots.

The render:
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A view of the top part:
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And a view of the inside:
Image

So any suggestions on how I can improve it? I'm aware of the fact some of the textures aren't UVW mapped decently, that's on my to do list...
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kibito87




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Post by kibito87 »

Edit* Ok, now I see. This looks great! You should export this as gbx scenery and up the download....unless that's not allowed. In that case you should just up the model so it's ready to be exported as a gbx scenery model. This would be great to use in maps...without needing to put the forerunner texutre straight into the sbsp.
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Post by Patrickh »

as you said, uvw mappig issues (bootom pic, top left) other than that it looks pretty good in game
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Post by SnaFuBAR »

needs more details. its' boring and is too boxy.
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Post by preston566 »

I like it. Think of it. Halo itself is just a circle. But that kept attention.
More details would bring it along, but I still think it looks cool.
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Post by Cryticfarm »

Do I see smoothing? You shouldn't really use smoothing for forerunner thingies.
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Post by Caboose{SE} »

SnaFuBAR wrote:needs more details. its' boring and is too boxy.
also some errors in there. not to mention it resembles forerunner but no way that can pass off as forerunner architecture.
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L0d3x




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Post by L0d3x »

Caboose{SE} wrote:
SnaFuBAR wrote:needs more details. its' boring and is too boxy.
also some errors in there. not to mention it resembles forerunner but no way that can pass off as forerunner architecture.
Alright thanks for the feedback.

I find myself agreeing, I'll try and put some more detail in it.
But what do you mean errors? And you say it resembles forerunner but can't pass of as it :? . Sorry just don't know what you mean...

And I did not use any smoothing.
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Post by Krush »

did you highlight the entire model and get rid of all the smoothing groups then? because the top part of the structure looks a little strange...like there are polys with smothing groups that shouldn't have them. Ingame I like it so far though...needs a bit more detail 8)
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Post by L0d3x »

Aah I never knew why the top part looked messed up...untill now :) Just removed all the smoothing groups and that sorted it out, thanks for that tip!

I always thought it was bad UVW mapping >_>
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Post by Krush »

haha yeah, it happens...and no problem :wink:
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Post by DEEhunter »

Tweek the UV map a bit.
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Post by OpsY »

It actually does look good Imo, very close to forerunner except some minor stuff on the top floor(Notably the ramp to prevent you from falling)...Can't wait for release!
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Post by MindFights »

I like it! it looks like halo before it became... well, halo! Google for images of halo and you'll see what I'm talking about. Nevermind about that I can't find any in about 10 minutes of searching about 30 pages.

I've seen that structure in earlier visions of halo. GJ!
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Post by SnaFuBAR »

it perhaps slightly resembles it. it's not anything like what i remember of the pre-microsoft halo.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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