your credits are lol.
this is bungie's work. doesn't matter who you got the model and textures from.
well the phantom originated from halo2 the battle riffle, carbine, guass hog,smg, scarab, shadow, etc. are halo 2 but in halo ce. and the spiker, mauler, sparten laser, AA wraith, hornet, mongoose are products of halo 3, so we mix and match so much it doesn;t really matter at this point, also covenent technologies where never supose to meld with the enviorment like the forunner technology, its a basterdized version of it so f course it won't. read up on the art of halo a little and you relize the dark dull colors kind of work out.
regardless, you shouldn't be crediting people for work that isn't theirs. nobody gives a shit who you got models and textures from, especially when they did nothing to create the product.
thank them for giving you the assets, sure, but crediting them? lmao.
shaders need serious work, too. the gray metal on the underside is very flat and dull, and the rest of it doesn't have the gloss/sheen it should. i wouldn't go to advancebo for shaders, either. his shader work on released covi bus was very bad.
Last edited by SnaFuBAR; February 20th, 2010 at 09:31 PM.
I understood what you said, you don't understand what bungie was getting at with the covenent style. its suppose to be dark, menecing, alien, insectenoid, and doesn't blend well with the enviorment or remotly complement it. why do you think they made it purple in the first place. the fact that its dark and dull will help push the idea that it doesn't work with the enviorment. its a basterdized version of the forunner teck, and the forrunner tech complements it, so there fore the covenent tech wouldn't. like I said, read "the art of halo".
Dude, your other post can't be comprehend at best, but I'll try to point a few things out.
1. Covie tech is not dull, try playing a few of the halo games. They're quite shiny and reflective.
2. The smooth and natural flow of the covie tech gives it a feel of advancement and more in tune with the environment.
3. Forerunner techs are angled to imply the fact that they're mathematical and ancient in nature.
4. The "new old covie tech" in halo 3 implies the primitive nature of the brutes.
5. Human tech are blocky to go our unadvance race.
6. Human tech and forerunner compliments each other, covie contrast with them.
And you really didn't understand Pooky's post. He's saying halo, unlike doom 3, is quite colorful and not dark at all and the covie stand out alot in halo.
Last edited by kid908; February 22nd, 2010 at 10:07 PM.
in the art of halo, human tech is described as industrial and utalitarian, dispine making no attempts to blend with the enviorment it still some how complements it.
also the forunner arcutecture is described as "egmatic, cavernous", and also like the humen tech complements the enviorment
also in the art of halo, bungie describes covenent tech as insectenoid, and alien. and the enviorments on halo certaintly don't seem alien and insectenoid. its bungies words not mine, and its there fucking game. the only reason cov tech in halo was shiny was to capitalise on the xbox's graphics capabilities, remember it was a originally a starter game for the xbox, and not expected to go much further. so the dull colors of that phantom still work with the covenent style.
The shine may have shown off the capabilities of the xbox, but it also did something very important, which was to show the compound surfaces of covenant construction, be it weapons, vehicles or architecture. By the very nature of the color palette intended for covenant items, no, the dull colors and lack of shine do not work, it is not esthetically pleasing and the juxtaposition to other covenant equipment is so far away that this piece of work is not justified.
We don't care what the descriptors of human and forerunner architecture are when we are discussing covenant visual style, nor do we care that you can quote from a book. Please stop trying to justify your point of view when you seem to not understand the established visual style.
Last edited by SnaFuBAR; February 23rd, 2010 at 10:15 PM.
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