View Full Version : HCE [WIP] Forerunner Valley
Hiralis
June 8th, 2011, 04:52 AM
i know i generally don't post on this site but this place is worth coming to for VALID crit. as well as some advice on where to go i'd like just valid crit. btw this will only be a firefight map as v1 and the second will be multiplayer
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg2.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg3.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg4.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg5.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg6.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg7.png
http://i1129.photobucket.com/albums/m501/Guy_Schulz/forerunner_valleyimg8.png
Hunter
June 8th, 2011, 04:18 PM
Sorry, but it doesn't look forerunner as well. Basically they are boxes with insets and bevel's. I can only tell you they don't look forerunner to me, can't tell you how to make them better though sorry, im not too familiar in modelling it.
Research other maps and designs first.
paladin
June 8th, 2011, 04:45 PM
F9 to render
Also, for texturing (based off your apparent skill level) familiarize yourself with the UVW Mapping Modifier. (Modifier List>UVW Mapping) That is a quick way to texture with unwrapping. I'd stick with plane and box formats for it as well.
LlamaMaster
June 8th, 2011, 06:58 PM
There are more modeling tools than inset, bevel, and extrude. Plan out what you are going to model before you start, and avoid those tools in the future unless you know exactly how you are going to use them. Making cliffs by dragging up an edge is also unacceptable, so you are going to want to delete those and start over. A good way to make cliffs is to select the outer edges of your ground, hold shift, and pull up until you create relatively square vertical polygons. Repeat that until the wall of the vertical polygons is as tall as you want your cliffs to be. At that point you can use soft selection and drag individual vertices on the cliffs to make it more "rocky."
As for structural modeling, I suggest that you watch this tutorial I made a while ago. It covers the majority of the useful tools found in editable poly, and should give you a good starting point.
http://filesmelt.com/dl/modular_level_piece_tutorial.rar
Hr3shy
June 8th, 2011, 11:59 PM
umm what? soft selection on cliffs? no...just drag the verts around manualy. sometimes edges. cliffs arnt smooth, keep it in mind.
paladin
June 9th, 2011, 12:40 AM
umm what? soft selection on cliffs? no...just drag the verts around manualy. sometimes edges. cliffs arnt smooth, keep it in mind.
No.
LlamaMaster
June 9th, 2011, 01:07 AM
umm what? soft selection on cliffs? no...just drag the verts around manualy. sometimes edges. cliffs arnt smooth, keep it in mind.
Don't say things unless you know what you are talking about. :|
Hr3shy
June 9th, 2011, 02:04 AM
you people are weird, soft selecting cliffs. ive only done that for ground :S
paladin
June 9th, 2011, 03:40 PM
You shouldnt model either but judging his max skills I doubt his zbrush ones are any better. Ground and cliffs should be sculpted
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