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Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sat Apr 30, 2011 7:00 am
by neodos
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:
Render
http://img851.imageshack.us/img851/9223/sabrehelm.jpg
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sat Apr 30, 2011 12:39 pm
by XZodia
That's awesome. Put it in Halo 2.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sat Apr 30, 2011 1:52 pm
by neodos
Yeah I might, I am making the low poly version right now
Did you get dat terrain generator done? :p
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sat Apr 30, 2011 2:32 pm
by XZodia
Been working on it this week, still am...
I has realtime reflections/refractions...
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sat Apr 30, 2011 6:00 pm
by Ogrish
Good job!
I love it.
Kinda like a pilots helmet.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:01 am
by DoorM4n
Neodos that is godly!
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 12:45 pm
by neodos
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
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
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 1:59 pm
by XZodia
Make the parent node -1
Poor effort neodos, I believe it was you who replaced MC's head with a skull?
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 2:52 pm
by neodos
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"
Thanks though
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 3:04 pm
by XZodia
well you could just add the neck to your model...
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 4:37 pm
by NotZachary82
Set the head LODs to -1.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:10 pm
by Click16
NotZachary82 wrote:Set the head LODs to -1.
No, wrong, change them to 0.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:12 pm
by NotZachary82
No, 0 is a low-detail variant of the arms, troll.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:13 pm
by Click16
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.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:14 pm
by neodos
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.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:15 pm
by Click16
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.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Sun May 01, 2011 5:17 pm
by NotZachary82
You could save it in DXT1 format, since most camo-bumpmaps use that format (they work exactly the same).
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Tue May 03, 2011 4:56 pm
by XZodia
Amazing what can be achieved with a few textures...
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Tue May 03, 2011 10:59 pm
by troymac1ure
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?
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Wed May 04, 2011 3:13 am
by DoorM4n
troymac1ure wrote:Looks really impressive.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Fri May 06, 2011 6:21 am
by DarkShallFall
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Mon May 09, 2011 7:17 am
by Ogrish
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Mon May 09, 2011 5:52 pm
by troymac1ure
Nice Ogrish.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Mon May 09, 2011 5:57 pm
by Aumaan Anubis
I like very much.
Re: Official Halo 2 Modeling and Rendering Thread
Posted: Mon May 09, 2011 6:42 pm
by neodos
I hope you plan to put that ingame, looks pretty sweet!