They generate there normal maps by modeling high poly meshes ( most of the time) :|
They generate there normal maps by modeling high poly meshes ( most of the time) :|
Actually, most of the normal maps in Halo 1 and Halo 2 appeared to be hand-painted, rather than baked.
Last edited by Disaster; June 4th, 2009 at 06:23 PM.
It actually looks pretty good. I suggest that you complete the second half of it, which even Bungie hasn't done often enough.
Please excuse my shitty text-based sketch that is to follow.
You currently have this:
A=/==\=A <- side view
but you could have this:
A=/==\=A <- blocker protruding above bridge
======== <- bridge
|...|..|...|
\...\../.../
.\...=.../ <- fin protruding underneath bridge
..\____/
I'll try and get you a sketch later - gotta go to work now.
Keep up the good work!
You get renders this time.
I dunno how to make the parts where his arms/legs meet the shell look decent. I might model a small hole into them like how there is for the neck, but... meh. Right now I just painted the ends of his arms black to match the "hole" just to hide the silhouette of the low poly arm going into the shell geometry.
He's 3394 tris
The black holes for the arms don't look great, and I'd just get rid of them (I challenge you, though, to make them more round).
The ankles still need to be scaled a mite more to have them just about touch the toe part of the shoe. Lastly, I'd make the fingers just a little less pointy (I don't think this will add much to the tri count).
I was thinking about redoing the hands to make them more.. hand like haha.
I was trying to make this koopa
but... the hands are like.... yar so I'm probably going to redo it to make em more like the ones below.
Also, someone on another forum said they'd love me if I put it ingame haha so I did.... kinda :P
The shells are Kactors, so if you shoot them they move around :P
Whats a kactor?
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