[WIP] BiMyrrha
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[WIP] BiMyrrha
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
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
- DeadHamster
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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.
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.
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- Cryticfarm
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- Cryticfarm
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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.Andrew_b wrote: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.Veegie wrote:You're wasting a lot of potential if you're using that resolution ingame, too.
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Yes, that would be true if we weren't porting it to Unreal as well. We are saving that bag of sweets for later.Veegie wrote:You're wasting a lot of potential if you're using that resolution ingame, too.
@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.
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Re: [WIP] BiMyrrha
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.
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.