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[WIP] BiMyrrha
Posted: Sun Oct 19, 2008 3:00 am
by metkillerjoe
BiMyrrha, or two mineral in latin, is a multiplayer map for Halo CE.
Context:
The central idea is that this is a forerunner mining facility on Onyx which mines two minerals (one red and one blue), then shoots them up somewhere to be processed in put into production for sentinels. This map is a pillar with waterfalls on all sides. It is in a very large pit.
Contributors:
(HM & Modacity) MetKiller Joe - Hard Surface Modeler & Project Lead
(Modacity) T1xAnton - Organic Surface Modeler & Project Co-Lead
Pictures:
Triangle Count: 23140
Anton and I plan to put this into the UT3 engine after we are done in Halo CE.
We still have to:
-Optimize
-Proper Smoothing
-and create flow between the two halves of the map (they are mirrored at this point)
.. in order to complete the mesh
Posted: Sun Oct 19, 2008 8:31 am
by DeadHamster
That looks really cool.
The only thing I noticed is that in the first picture, near the top you have a section that has several edges leading to the same vert, I'm assuming it was done to make it look broken off. If thats how you meant it to look, I just feel that it could be pulled off a bit better.
Posted: Sun Oct 19, 2008 10:20 am
by metkillerjoe
We still have not optimized the organics properly. The flow is there, but it isn't executed as well as it could have been, though we are working on it
.
Posted: Sun Oct 19, 2008 11:42 am
by Andrew_b
I love your models. I don't get why everyone at modacity says, "It's too detailed. You sucks."
I think it looks amazing.
Posted: Sun Oct 19, 2008 11:55 am
by metkillerjoe
Thank you.
They are right about the towers. The towers are too high poly (I cannot wait to bake some normal maps for those in UT3).
... but that's about it.
Posted: Sun Oct 19, 2008 12:29 pm
by T1xAnton
yeah, definitely needs a lot of work, but w'ere getting there.
Posted: Sat Nov 08, 2008 7:09 am
by metkillerjoe
Small update:
The main rock texture is done:
And the interior is done:
Version (1):
Version (2):
I know that the renders aren't great (I'm slowly learning how to make better ones), but please don't just concentrate on quality of the picture.
Posted: Sat Nov 08, 2008 9:30 am
by Cryticfarm
OMG TURN ON ANTIALIASING NOW.
Its one of the tabs in f10. I think its the bottom right one.
Posted: Sat Nov 08, 2008 10:14 am
by metkillerjoe
Cryticfarm wrote:OMG TURN ON ANTIALIASING NOW.
Its one of the tabs in f10. I think its the bottom right one.
I know that the renders aren't great (I'm slowly learning how to make better ones), but please don't just concentrate on quality of the picture.
Posted: Sat Nov 15, 2008 6:49 pm
by metkillerjoe
First, sorry for the double post, but the first set of hard surface textures are done:
Main floor texture:
Trim:
The theme is ancient forerunner. I'm trying to get the style to the point where one could see where the covenant got their styling from.
Posted: Sat Nov 15, 2008 6:53 pm
by hiheyhello
purdy gj i like it so far
Posted: Sat Nov 15, 2008 9:37 pm
by Corvette19
This is actually looking pretty good.
Posted: Fri Nov 28, 2008 12:30 pm
by metkillerjoe
Main wall texture is done.
Posted: Sat Nov 29, 2008 9:05 am
by antszy101
Beautiful textures, but I think the forerunner color scheme would have a bit less brown/rust color on it. Other than that, they look great. Looking forward to new renders
Posted: Sat Nov 29, 2008 9:43 am
by Veegie
You're wasting a lot of potential if you're using that resolution ingame, too.
Posted: Sat Nov 29, 2008 12:39 pm
by Andrew_b
Veegie wrote:You're wasting a lot of potential if you're using that resolution ingame, too.
You don't think 1024x1024 is good enough? I may be noncomprehending what you are trying to say, but for Halo CE, that's a pretty big texture.
Posted: Sat Nov 29, 2008 2:18 pm
by Cryticfarm
Andrew_b wrote:Veegie wrote:You're wasting a lot of potential if you're using that resolution ingame, too.
You don't think 1024x1024 is good enough? I may be noncomprehending what you are trying to say, but for Halo CE, that's a pretty big texture.
I think he's trying to say that he is wasting it because the halo engine doesn't handle high res textures well? I donno, well I can explain by saying theirs no point of making a 16000x16000 texture if the scene your making is being rendered from 10101909109101 units away.
Posted: Sat Nov 29, 2008 3:54 pm
by metkillerjoe
Veegie wrote:You're wasting a lot of potential if you're using that resolution ingame, too.
Yes, that would be true if we weren't porting it to Unreal as well. We are saving that bag of sweets for later.
@antszy101: Yeah, for the next texture that will be my focus to subtly tone down the browns and oranges. I still want to keep them there because I'm keeping with the ancient, rustic forerunner theme.
Posted: Sat Nov 29, 2008 4:00 pm
by Andrew_b
Is this the map you wanted me to help light? If so, I'm already getting good ideas.
Re: [WIP] BiMyrrha
Posted: Sun Mar 22, 2009 5:39 am
by metkillerjoe
Update on the textures (few more that we don't include here):
Generic Metal
Floor
http://img4.imageshack.us/my.php?image=kango.jpg
^this is really high res, so click the link.
Wall
Trim
Other textures in the works: minor light textures, including light strip textures.
Textures made but not seen: holo-panel textures (by Anton).
We desperately need a shader and UV mapper. I've already put word out on Modacity. Andrew, I sent you a PM about the shaders.