Nice improvement! Most newbies around here stay noobs, don't learn squat, and burden the forum. Your the exception. Keep up the good work.![]()
I take criticisms of my models to heart, always have, no matter how harsh.
Thank you.
I'll further the variation in my cliffs, possibly add another outcropping. To increase gameplay value, I'm also probably going to add in a cave as well.
I've been learning Forerunner architecture, but I want to see what you guys think of this. I'm not used to modeling Forerunner, so it probably looks horrible. Both sides ARE symmetrical (I used the symmetry modifier), but it doesn't appear that way in the render for some reason, the left-hand side appears to be bent when it isn't.
Should I scrap it and try again?
To be perfectly honest, it doesn't really look forerunner at all. I would suggest looking at some screenshots from Halo for inspiration. Use a few while modeling to give yourself a better idea.
I'm no master at it myself, but there are some people here who are obsessed with forerunner stuff. They should be able to give you some of the general guidelines of forerunner architecture.
I would really appreciate those guidelines, thank you.
Also:
Water taken from a Halo 3 screenshot, made by Bungie studios.
The Pelican will serve as a turret for defense of the main hole, the secondary cave (off to the right) is just out of range of the turret.
It won't be flyable or anything that will kill gameplay, just a turret on a Pelican which will probably be on fire.
Last edited by Assault&Battery; May 8th, 2008 at 08:34 PM.
Throw that away right now. That doesn't look Forerunner the least little bit. That looks like something that belongs in Red Faction II. Have you even looked at Forerunner structures? They look nothing like that in the least. All you've done is warped a box and added extrusions and nothing more.
nice smashed box.
forerunner is all about picking the right angles. Usually I stick with 45s and 30s and 90s, but reall what you should do is pick a few main angles and use those same angles over and over again.
Forerunner typically puts extra angles into an otherwise straight line, ie
and so on.Code:+---+ +---+ | | | | | | becomes | \ | | | \ | | | | | | | | +---+ +------+
and avoid acute angles on insets- typically inside corners should be chamfered.
hope that helps.Code:|\ | \ = no | \ | \ __ / \ | \ = yes | \
Last edited by Rob Oplawar; May 8th, 2008 at 08:59 PM.
Also avoid just using extrude. Play around more with editable poly.
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