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A forerunner construct
Posted: Mon Feb 04, 2008 3:25 am
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:
A view of the top part:
And a view of the inside:
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...
Posted: Mon Feb 04, 2008 3:36 am
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.
Posted: Mon Feb 04, 2008 7:30 am
by Patrickh
as you said, uvw mappig issues (bootom pic, top left) other than that it looks pretty good in game
Posted: Mon Feb 04, 2008 12:22 pm
by SnaFuBAR
needs more details. its' boring and is too boxy.
Posted: Mon Feb 04, 2008 12:29 pm
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.
Posted: Mon Feb 04, 2008 1:08 pm
by Cryticfarm
Do I see smoothing? You shouldn't really use smoothing for forerunner thingies.
Posted: Mon Feb 04, 2008 1:21 pm
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.
Posted: Mon Feb 04, 2008 2:17 pm
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.
Posted: Mon Feb 04, 2008 2:35 pm
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
Posted: Mon Feb 04, 2008 3:16 pm
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 >_>
Posted: Mon Feb 04, 2008 4:23 pm
by Krush
haha yeah, it happens...and no problem
Posted: Fri Feb 08, 2008 1:34 pm
by DEEhunter
Tweek the UV map a bit.
Posted: Sat Mar 01, 2008 3:12 am
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!
Posted: Tue Mar 18, 2008 3:13 pm
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!
Posted: Fri Mar 21, 2008 10:46 pm
by SnaFuBAR
it perhaps slightly resembles it. it's not anything like what i remember of the pre-microsoft halo.