Honestly I'm doing this for fun- my film work is my job direction. Glad people like the screencaps though. I hope to get the other 50% of the uvs fixed within a week or so, hopefully sooner. We'll see depending on my school work and other plans.
I think Bungie can handle its own lighting :P Do remember this is current-day lighting style in an old engine. The lighting I've seen in Reach via trailers and stuff looks pretty darn nice.
Reach trailers vs. Reach ingame.. ehh.
Still, if you can put out this kinda work on an engine as old as halo's, I'd like to see some of your work on newer games..
Remember, just because you become proficient at one engine, doesn't mean you will instantly be a genius in another engine. It takes a lot of time to become good at something and a hell of a lot of practice, so really, if the average person spent enough time and dedication that Silicon does, they would have similar looking pieces.
Meh. Opinion is opinion. I still say Silicon is better at this than many others I've seen, engine aside.
In addition, considering what they've had to left out, the Halo Reach engine seems very different than our beloved HCE engine. For example, ambient life, which is very easy in HCE, is not possible if animations aren't right in Halo Reach because it messes with other systems, which animations do not do in HCE. Or at least, that's what I've heard.
I agree with Amit- all someone has to do is keep at it and you'll eventually get good at something. This map might be taking forever, but if it weren't, it wouldn't look as good as it does.
Also, dammit Halo, why do your uvs suck?
That square of tiny little pieces is Halo's uvs, and the shapes around it are my WIP fixed uvs. And I need to fit them all in a single uv map. Blarg.
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