[WIP] Observatory
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I had a lot going on these past months, but I was able to get work done here and there. Still, I didn't get enough time to work on the level as much as needed. Because of this, there are still many things that need to be fixed and optimized to get it in game.
The mini-cave still needs some work as well as the cliffs, but so does the tunnel I made that goes towards the dam which you can't see.
Anyway, enjoy. I hope my modeling skills won't make your eyes bleed from poor skill level .
The mini-cave still needs some work as well as the cliffs, but so does the tunnel I made that goes towards the dam which you can't see.
Anyway, enjoy. I hope my modeling skills won't make your eyes bleed from poor skill level .
Not bad, but not good either. There is a lot of boring inset + bevel/extrude that are really turning me off. Theres also a lot of weird triangles, fix the verticies to keep flat stuff flat.
The cliffs are average, Watch this tutorial to improve them
http://halo.modacity.net/forums/showpos ... stcount=84
The cliffs are average, Watch this tutorial to improve them
http://halo.modacity.net/forums/showpos ... stcount=84
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This threads amazing, I clicked on it at first and looked at the first page and saw where this guy started off... and was like O_o.
then I noticed it was 9 pages long, went to the last page and saw this, hes gotten a lot better.
Very good work, keep practicing though, your skills have definitely improved though.
As for the terrain, you have some work to do with that, its rather sloppy, thats a completely different story though. Modeling geometric structures and buildings is way different from modeling terrain, it needs to be organic and flowing mostly, depending on the terrain type, and even then in real life theres hardly ever sharp edges. (except for broken rocks maybe)
Keep working though, also another way to get around people criticizing, sometimes you might be better off modeling the whole thing the way you see it in your mind, and then go about asking for criticism. Its a risk I know because people may still not like it, but sometimes you will receive unnecessary criticism when you post incomplete works, that otherwise would look fine once completed.
Keep up the good work. I especially like the bridge, its an interesting concept, keep working on it though.
then I noticed it was 9 pages long, went to the last page and saw this, hes gotten a lot better.
Very good work, keep practicing though, your skills have definitely improved though.
As for the terrain, you have some work to do with that, its rather sloppy, thats a completely different story though. Modeling geometric structures and buildings is way different from modeling terrain, it needs to be organic and flowing mostly, depending on the terrain type, and even then in real life theres hardly ever sharp edges. (except for broken rocks maybe)
Keep working though, also another way to get around people criticizing, sometimes you might be better off modeling the whole thing the way you see it in your mind, and then go about asking for criticism. Its a risk I know because people may still not like it, but sometimes you will receive unnecessary criticism when you post incomplete works, that otherwise would look fine once completed.
Keep up the good work. I especially like the bridge, its an interesting concept, keep working on it though.
These fractional multiplications curb the exponential growth of some Cuil calculations and recognize the fact that as things get weirder to us they also become more intensely real. http://cuiltheory.wikidot.com/mathematics-of-cuil
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So. The BSP is for the most part finished. The final idea of geometry is there. Anything from here on out will be modification to the satisfaction of critics and anybody who can point out flaws minor or major in the model(s).
NONE. I'll repeat that. NONE of the UVW mapping has been started; furthermore none of the detailed texturing I want done has been started.
Onto the screenies:
Note, this was done in sapien, using debug lighting and no AA. It looks like horse excrement, I know. And obviously, I haven't populated, so expect trees and shrubs and the like.
OK, fire away.
NONE. I'll repeat that. NONE of the UVW mapping has been started; furthermore none of the detailed texturing I want done has been started.
Onto the screenies:
Note, this was done in sapien, using debug lighting and no AA. It looks like horse excrement, I know. And obviously, I haven't populated, so expect trees and shrubs and the like.
OK, fire away.
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Take a look at some of the ground textures that bungie made and see the realistic grass/dirt colors and paths.
The green needs to be less of a bluish color and more of a dark to light green variation.
The grass needs to fade to dirt wherever it there is dirt.
I would also recommend working at at least 2080x2080 if you aren't already.
The green needs to be less of a bluish color and more of a dark to light green variation.
The grass needs to fade to dirt wherever it there is dirt.
I would also recommend working at at least 2080x2080 if you aren't already.
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Your colours are to, bright and colourful. They need to be greyer...
Like this one I made for HaloGuru:
http://gamerscreek.com/users/WMHunterTL ... 20copy.jpg
Like this one I made for HaloGuru:
http://gamerscreek.com/users/WMHunterTL ... 20copy.jpg
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- Cryticfarm
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Is this a 'post your ground texture' topic?
yay.
Here's a reworking of Halo's second ground texture. I think the sand might be a bit too bright, but I still looks good in game:
Also, you mustn't forget the alpha channel:
yay.
Here's a reworking of Halo's second ground texture. I think the sand might be a bit too bright, but I still looks good in game:
Also, you mustn't forget the alpha channel:
For anybody still wondering where FTD has gone, here it is.
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That looks awesome.
Last edited by metkillerjoe on Wed Sep 24, 2008 1:54 pm, edited 1 time in total.
Yeah I was trying to help too. You don't always need to use brown for paths.
For anybody still wondering where FTD has gone, here it is.
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- JunkfoodMan
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- Location: London, Englandia
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