Modeling and Rendering Thread

Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Sat Apr 30, 2011 7:00 am

Thanks guys!

Well I included the 3D render on the email as a link to image shack and the rest in the zip file (forgot to put this in the zip) but it looks like they chose the drawing.

So here's the rest:

Animation:
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Render
http://img851.imageshack.us/img851/9223/sabrehelm.jpg
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Re: Official Halo 2 Modeling and Rendering Thread

Postby XZodia » Sat Apr 30, 2011 12:39 pm

That's awesome. Put it in Halo 2.
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JacksonCougar wrote:I find you usually have great ideas.

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Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Sat Apr 30, 2011 1:52 pm

Yeah I might, I am making the low poly version right now =D

Did you get dat terrain generator done? :p
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Re: Official Halo 2 Modeling and Rendering Thread

Postby XZodia » Sat Apr 30, 2011 2:32 pm

Been working on it this week, still am...

I has realtime reflections/refractions...
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Re: Official Halo 2 Modeling and Rendering Thread

Postby Ogrish » Sat Apr 30, 2011 6:00 pm

Good job!

I love it.

Kinda like a pilots helmet.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby DoorM4n » Sun May 01, 2011 5:01 am

Neodos that is godly!
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Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Sun May 01, 2011 12:45 pm

Thanks glad you like it ^^
I am trying to get it into halo 2 at the moment, PMI models is a pain, though almost there =D

Do you guys know any good way to make the masterchief's helmet invisible? I am currently attaching my custom helmet to the "head" maker, I tried scaling down the "head" node and it does shrink the head but the neck as well and that is a problem :?
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Re: Official Halo 2 Modeling and Rendering Thread

Postby XZodia » Sun May 01, 2011 1:59 pm

Make the parent node -1

Poor effort neodos, I believe it was you who replaced MC's head with a skull?
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Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Sun May 01, 2011 2:52 pm

XZodia wrote:Make the parent node -1

Poor effort neodos, I believe it was you who replaced MC's head with a skull?


Setting the parent node to -1 doesn't work(moves the head/neck stretching the vertices all across the map and messes the camera) also it was Turk who made the ghost rider mod and many very cool attachement mods.
I posted some screenshots of attachements but never made the head disapear.
If you don't have any idea that works i'll keep on my "poor efforts" :XD:

Thanks though ;)
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Re: Official Halo 2 Modeling and Rendering Thread

Postby XZodia » Sun May 01, 2011 3:04 pm

well you could just add the neck to your model...
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Re: Official Halo 2 Modeling and Rendering Thread

Postby NotZachary82 » Sun May 01, 2011 4:37 pm

Set the head LODs to -1.

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Re: Official Halo 2 Modeling and Rendering Thread

Postby Click16 » Sun May 01, 2011 5:10 pm

NotZachary82 wrote:Set the head LODs to -1.

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No, wrong, change them to 0.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby NotZachary82 » Sun May 01, 2011 5:12 pm

No, 0 is a low-detail variant of the arms, troll.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby Click16 » Sun May 01, 2011 5:13 pm

NotZachary82 wrote:No, 0 is a low-detail variant of the arms, troll.

depends on which peice is the helmet, supposing that the helmet is index 0, that's what you would set it to.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Sun May 01, 2011 5:14 pm

Woot works like a charm (-1 worked), the neck is still there, just like I wanted, thanks a lot.

Now just need to figure out how to save in dds P8 for the bump map in order to get a decent shading.
Last edited by neodos on Sun May 01, 2011 5:15 pm, edited 1 time in total.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby Click16 » Sun May 01, 2011 5:15 pm

neodos wrote:Woot works like a charm (-1 worked), the neck is still there, just like I wanted, thanks a lot.

Now just need to figure out how to save in dds P8 for the bump mapping in order to get a decent shading.


ohh i didn't know he was trying to null the existing helmet xD srry zach.

also, ugh you should just use entity UE for now, it is pretty much the only bump map injector.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby NotZachary82 » Sun May 01, 2011 5:17 pm

You could save it in DXT1 format, since most camo-bumpmaps use that format (they work exactly the same).
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Re: Official Halo 2 Modeling and Rendering Thread

Postby XZodia » Tue May 03, 2011 4:56 pm

Amazing what can be achieved with a few textures...

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Re: Official Halo 2 Modeling and Rendering Thread

Postby troymac1ure » Tue May 03, 2011 10:59 pm

Looks really impressive.

Not sure if you need to clamp your Skybox textures to get rid of that seam or maybe just mirror your clouds?
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Re: Official Halo 2 Modeling and Rendering Thread

Postby DoorM4n » Wed May 04, 2011 3:13 am

troymac1ure wrote:Looks really impressive.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby DarkShallFall » Fri May 06, 2011 6:21 am

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Re: Official Halo 2 Modeling and Rendering Thread

Postby Ogrish » Mon May 09, 2011 7:17 am

Just somthing ive been playing with, its Parts from Warlock, Desolation, and some custom parts.
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with top removed
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with top on
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Re: Official Halo 2 Modeling and Rendering Thread

Postby troymac1ure » Mon May 09, 2011 5:52 pm

Nice Ogrish.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby Aumaan Anubis » Mon May 09, 2011 5:57 pm

I like very much.
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Re: Official Halo 2 Modeling and Rendering Thread

Postby neodos » Mon May 09, 2011 6:42 pm

I hope you plan to put that ingame, looks pretty sweet!
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