Practice modelling map
Practice modelling map
This is the first time that I have actually tried out modeling a Halo CE map. This is after one day (a couple hours actually) of work. Should I continue? Once I finish, help putting it ingame would be appreciated.
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I didn't use tessellation at all here. I used the paint deformation tools in edit poly to do the organics and then I extruded the outer polygons to create the wall. I used edit poly for everything so far...
I will post some newer renders in a couple of hours if I have time. Still need to do a bit more modelling and then start texturing
I will post some newer renders in a couple of hours if I have time. Still need to do a bit more modelling and then start texturing
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I thought the accepted max poly count for maps was somewhere around 15,000 so yes, that would put it within range. I haven't scaled it to fit the Halo reference models yet so a size measurement would be fairly inaccurate at this time...
EDIT:
here is a new render with wireframe. As you can see, absolutely no optimization has been done whatsoever, and yet still at 9,000 polies. If I continue to put it in game, it will be cleaned up however.
EDIT:
here is a new render with wireframe. As you can see, absolutely no optimization has been done whatsoever, and yet still at 9,000 polies. If I continue to put it in game, it will be cleaned up however.
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Ok, I am having a serious problem in Sapien regarding radiosity at the moment...
Whenever I apply a ground material to the polygons that make up the organic part of the map, I get an error in sapien that says there is either a degenerate triangle or a bad UV on the map and it can't run the solution. However, this only occurs if I try to apply a ground shader to those polygons. For example, if the material name ends with "ground" such as "infinity ground" it gives this error, but if I apply any other material, such as "dangercanyon_metal_panels" I get no errors at all and can put the map in game. Leaving that material slot blank also doesn't create any errors. Any help at all would be appreciated.
Whenever I apply a ground material to the polygons that make up the organic part of the map, I get an error in sapien that says there is either a degenerate triangle or a bad UV on the map and it can't run the solution. However, this only occurs if I try to apply a ground shader to those polygons. For example, if the material name ends with "ground" such as "infinity ground" it gives this error, but if I apply any other material, such as "dangercanyon_metal_panels" I get no errors at all and can put the map in game. Leaving that material slot blank also doesn't create any errors. Any help at all would be appreciated.
I doubt it. All the other textures from the HEK are fine and normal. It doesn't seem likely to me that specifically ground shaders would be messed up out of the entire pack.
Is there a specific way to set up the ground material? Right now I just have the ground bitmap under diffuse and the name of the material set the same as that bitmap
Is there a specific way to set up the ground material? Right now I just have the ground bitmap under diffuse and the name of the material set the same as that bitmap