Seriously rabt read his posts, he knows his stuff
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Do you not understand bumps/normals and model detail and the balance you need to have?
You know what? i'm goddam sick of this, rabt, you're talking out of your ass. Next post you make with your oblivious arguments, i am going to infract you.
Stop. Now.
if its the same model, then how the hell does the one out of halo 3 have, alot more depth to it than the one codebrain did? and as I said before, I've played halo for about 10 years, thats a little less than 2/3rds of my life span, and have seen countless mods on custom edition, I have a pretty good idea of what the engine can do, and it can do a little better than that. the change in detail is quite significant between the to models if you compair. can you explain how it made such a jump, I've never took a model from another game. finally I actually posted, that I couldn't do much better earlier, in fact I'm sure i couldn't even do that good, if you actully read my post rather than read the first line and immediately disregard everything else. though any of that doesn't change the fact that I can tell crap from good.
It is the same model, trust me. I can extract the same thing myself right now.
Did I not say that he was not very knowledgeable with making stuff "look good"? Read my whole post.
The Halo 3 engine is a lot newer than the Halo 1 engine, and has a lot more power. Codebrain isn't experienced enough to make it look as good as it could be in the Halo 1 engine.
I have read all of your posts thoroughly, and I can tell that they are crap, far from anything good.
all I'm saying is I don't thing some work with shaders will improve its look very much especial just making it shiny. and I am aware of how much more powerfull halo 3 is compaired to halo ce, technology grows exponentially just look at the jump from halo 3 to halo reach, but I wouldn't settle for that and just blame in on the power of the engine.
If you don't understand what's being explain, I've provided a visual for you.
The same goes for bump, but I was using normal map.
Poster's Note: Both models are the exact same one from halo 3. Both models use the exact same shader setup except the bump/normal map setting. Textures used are the same and are by bungie. Models are by bungie. Model only rendered with diffuse and on one, a bump setting.
For when I say inability, I mean it wasn't design for use of normal map on non-evironment bsp models, not that it can't be done.
thanks for explaining what a normal map was. and as I said several times before, the shader won't make it look to much better, to give it a better feal, it might be a good Idea to give a bit more depth to the model since halo can't do normal maps. changeing the shader won't improve its apperance at all. Infact, making it shiny would just help point out the lack in detail. so halo can't do a normal map, that isn't an excuse to be lazy and not add a little detail into the model.
ohh pretty pretty shiny shiny. put detail into the model to make up for the lack of a normal map. amit admited it looks flat, and so its shiny, now its more obvious its flat. if yall are so confident in what it looks like now, then get codebrain to post an image, and if that little bit of shader work helped, then I'll admit I'm wrong, beg forgiveness and shut up, but if it still looks like shit then yall will have to shut up.
IDK if you model or not, but modeling the detail on the bottom like you're suggesting would raise the poly count beyond what is reasonable. Either cutting into the model and extruding where the details are in the texture would make ugly stretching, or, you would have to make new uv's for the new pieces, further straining the engine.
While I understand what you're saying, this model is already 5k tris. Understand?