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Posted: Thu Jun 26, 2008 1:45 pm
by metkillerjoe
I had a lot going on these past months, but I was able to get work done here and there. Still, I didn't get enough time to work on the level as much as needed. Because of this, there are still many things that need to be fixed and optimized to get it in game.

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The mini-cave still needs some work as well as the cliffs, but so does the tunnel I made that goes towards the dam which you can't see.

Anyway, enjoy. I hope my modeling skills won't make your eyes bleed from poor skill level :wink: .

Posted: Thu Jun 26, 2008 4:35 pm
by selentic
Not bad, but not good either. There is a lot of boring inset + bevel/extrude that are really turning me off. Theres also a lot of weird triangles, fix the verticies to keep flat stuff flat.

The cliffs are average, Watch this tutorial to improve them

http://halo.modacity.net/forums/showpos ... stcount=84

Posted: Sun Jun 29, 2008 2:02 pm
by conquer2090
This threads amazing, I clicked on it at first and looked at the first page and saw where this guy started off... and was like O_o.

then I noticed it was 9 pages long, went to the last page and saw this, hes gotten a lot better.

Very good work, keep practicing though, your skills have definitely improved though.

As for the terrain, you have some work to do with that, its rather sloppy, thats a completely different story though. Modeling geometric structures and buildings is way different from modeling terrain, it needs to be organic and flowing mostly, depending on the terrain type, and even then in real life theres hardly ever sharp edges. (except for broken rocks maybe)

Keep working though, also another way to get around people criticizing, sometimes you might be better off modeling the whole thing the way you see it in your mind, and then go about asking for criticism. Its a risk I know because people may still not like it, but sometimes you will receive unnecessary criticism when you post incomplete works, that otherwise would look fine once completed.

Keep up the good work. :D I especially like the bridge, its an interesting concept, keep working on it though.

Posted: Fri Sep 12, 2008 1:16 pm
by metkillerjoe
So. The BSP is for the most part finished. The final idea of geometry is there. Anything from here on out will be modification to the satisfaction of critics and anybody who can point out flaws minor or major in the model(s).

NONE. I'll repeat that. NONE of the UVW mapping has been started; furthermore none of the detailed texturing I want done has been started.

Onto the screenies:

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Note, this was done in sapien, using debug lighting and no AA. It looks like horse excrement, I know. And obviously, I haven't populated, so expect trees and shrubs and the like.

OK, fire away.

Posted: Wed Sep 17, 2008 2:08 pm
by metkillerjoe
Sorry for the double post. This is the new ground texture I've been making. Any thoughts/concerns?

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Posted: Wed Sep 17, 2008 2:12 pm
by xbox
Take a look at some of the ground textures that bungie made and see the realistic grass/dirt colors and paths.
The green needs to be less of a bluish color and more of a dark to light green variation.
The grass needs to fade to dirt wherever it there is dirt.
I would also recommend working at at least 2080x2080 if you aren't already.

Posted: Fri Sep 19, 2008 7:58 am
by martynball
Your colours are to, bright and colourful. They need to be greyer...

Like this one I made for HaloGuru:
http://gamerscreek.com/users/WMHunterTL ... 20copy.jpg

Posted: Fri Sep 19, 2008 1:54 pm
by metkillerjoe
Thanks for the feedback, guy. I'm new to textures, so this is a big help.

Also, tried some stuff with the ground:

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Better/Worse? E: I fixed what looked like a saturation problem in the pic.

Posted: Fri Sep 19, 2008 2:02 pm
by xbox
yes, that does look better, in game shot mb?

Posted: Sat Sep 20, 2008 6:46 pm
by Smapla
a lot of the brush strokes are too clearly defined, you may want to blur it

depending on how you set up your alpha it could turn out looking bad in those areas, with the grass and sand textures merging oddly

try laying down all the grass area variation, and then on a seperate layer do the paths

Posted: Sat Sep 20, 2008 7:07 pm
by xbox
Here is a reworking of B40 I did.
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Notice there aren't really any areas left alone and it all fades together.

Posted: Sat Sep 20, 2008 7:18 pm
by Cryticfarm
Metkillerjoe, yours looks like it was painted on some of the paths. You want it too look like real ground, not mud :p.

Posted: Sun Sep 21, 2008 2:41 am
by Philly
Is this a 'post your ground texture' topic?


yay.

Here's a reworking of Halo's second ground texture. I think the sand might be a bit too bright, but I still looks good in game:
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Also, you mustn't forget the alpha channel:
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Posted: Sun Sep 21, 2008 4:17 am
by metkillerjoe
That looks awesome.

Posted: Sun Sep 21, 2008 5:17 am
by xbox
I was showing you an example on how you needs to have blending colors.
Then philly came in and mucked it all up. :?

Posted: Sun Sep 21, 2008 6:22 am
by Philly
Yeah I was trying to help too. You don't always need to use brown for paths.

Posted: Sun Sep 21, 2008 11:18 am
by metkillerjoe
Thanks Philly for providing that. It helps somewhat to get my bearings on all of this. Though, I'm still a n00b at ground textures XD.

Posted: Sun Sep 21, 2008 1:03 pm
by JunkfoodMan
The cliffs look terrible. Give them some shape. Make them less Sharp at the tops. They look a bit...rectangular in most pictures. Give them a more round, eroded look to them. Search modacity for Mass' (Massacre) Cliff tutorial.

Posted: Fri Sep 26, 2008 6:12 pm
by metkillerjoe
I looked at t this texture, and then my previous one and did a face palm. Hopefully, though, the subtly differences are an improvement and not a turn in the wrong direction (imageshack is resizing it to a weird resolution):

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Posted: Fri Sep 26, 2008 10:32 pm
by Andrew_b
Looks legit. Remember to make detail maps for it.

For example, the dirt should have a detail map that looks like foot prints.

Grass should have a detail map that looks, something like grass I guess. Remember the alpha channel controls the detail maps (where they appear and stuff).