Modeling and Rendering Thread
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
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
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
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
That's awesome. Put it in Halo 2.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
Yeah I might, I am making the low poly version right now
Did you get dat terrain generator done? :p
Did you get dat terrain generator done? :p
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
Been working on it this week, still am...
I has realtime reflections/refractions...
I has realtime reflections/refractions...
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Official Halo 2 Modeling and Rendering Thread
Good job!
I love it.
Kinda like a pilots helmet.
I love it.
Kinda like a pilots helmet.
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Official Halo 2 Modeling and Rendering Thread
Neodos that is godly!
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
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
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
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
Make the parent node -1
Poor effort neodos, I believe it was you who replaced MC's head with a skull?
Poor effort neodos, I believe it was you who replaced MC's head with a skull?
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
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.XZodia wrote:Make the parent node -1
Poor effort neodos, I believe it was you who replaced MC's head with a skull?
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
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
well you could just add the neck to your model...
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
Re: Official Halo 2 Modeling and Rendering Thread
Set the head LODs to -1.
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Official Halo 2 Modeling and Rendering Thread
No, wrong, change them to 0.NotZachary82 wrote:Set the head LODs to -1.
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
Re: Official Halo 2 Modeling and Rendering Thread
No, 0 is a low-detail variant of the arms, troll.
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Official Halo 2 Modeling and Rendering Thread
depends on which peice is the helmet, supposing that the helmet is index 0, that's what you would set it to.NotZachary82 wrote:No, 0 is a low-detail variant of the arms, troll.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
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.
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.
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Official Halo 2 Modeling and Rendering Thread
ohh i didn't know he was trying to null the existing helmet xD srry zach.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.
also, ugh you should just use entity UE for now, it is pretty much the only bump map injector.
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
Re: Official Halo 2 Modeling and Rendering Thread
You could save it in DXT1 format, since most camo-bumpmaps use that format (they work exactly the same).
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
Amazing what can be achieved with a few textures...
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
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?
Not sure if you need to clamp your Skybox textures to get rid of that seam or maybe just mirror your clouds?
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Official Halo 2 Modeling and Rendering Thread
troymac1ure wrote:Looks really impressive.
-
- Posts: 710
- Joined: Thu Jan 03, 2008 5:29 pm
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Official Halo 2 Modeling and Rendering Thread
Just somthing ive been playing with, its Parts from Warlock, Desolation, and some custom parts.
with top removed
with top on
with top removed
with top on
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
Nice Ogrish.
- Aumaan Anubis
- Staff
- Posts: 1812
- Joined: Thu Dec 13, 2007 12:18 am
- Contact:
Re: Official Halo 2 Modeling and Rendering Thread
I like very much.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Official Halo 2 Modeling and Rendering Thread
I hope you plan to put that ingame, looks pretty sweet!