You don't have to add 3d detail to everything guys. Alot of things you can use texture for. Even though the walls on his buildings don't have 3d detail doesn't mean he can't use window textures, door textures, etc. It's better to do that instead of modeling in a windows or door and adding texture to those later. If you are using the halo 2 bitmap source for this map then you will be fine. Just don't use a plain brick texture for those non detailed walls on your buildings.
I like the model though, keep it up!
Always avoid the "crumpled paper" look on your terrain. It doesn't look like anything but bad modeling or glaring errors. If i were you, i'd model details of the terrain you want FIRST, then fill in the polies between them. trying to bend, twist and contort your mesh just won't cut it.
The damage on the building is really not working out at all. It looks terrible. You need to take a look at pictures of buildings damaged by blasts, urban warfare, and lack of upkeep (abandoned) and the like. Same goes for those damaged rails...er...walkways?... idk. Figure out what you're trying to portray before you try to build it. Get references.
Simply another case of pursuing without a clue. Once you get some knowledge about anything you're trying to make you should hopefully improve.
E: if you want to learn game modeling, get the fuck out of halo and go to cryengine2 or ue3. If you want to learn to model, completely ignore halo.
if you want to just make shit for fun, low res, low effort, stick with halo.
Last edited by SnaFuBAR; December 2nd, 2009 at 11:07 PM.
I want to comment on these before you get the wrong idea. While Halo is certainly not representative of current-gen game modeling, learning to model for Halo is an easy way to break bad modeling habits because of its unforgiving engine. If you want to learn to model, work with Halo, and only after you've learned basic modeling practices should you move on.
You know what would be a cool 3rd party tool in something like 3ds max (or something calculated in the in-game editor)? A damage simulator. So you can pick an effect from your game's assert library and choose the damage path, run it and then have the physics backend (try and) determine the after math in terms of geometry (which can then be baked in). Then the engine could also store the end state of the damage so the designer doesn't have to go in a add details for the damage (burnt ground decals and such).
Or just have an engine with destructable world geometry. However, that is no easy task.
Like Snaf said, model the structures and everything first then your ground. The general shapes are too blocky.
Make them more interesting, take a look at the level on Halo 3 where you destroy the AA Wraith and the Scarab on that cliff, there it a boat on there as well.
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@Korn
So, your secret project is reveled :P
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