View Full Version : Forerunner Asset Pack [WIP]
Teltaur
November 26th, 2009, 09:01 PM
Well, first of all, I figured this would be a good first post on these forums. I've been lurking around for a while and figured you guys would probably give me the best help (well, most likely criticism) on this pack, since you seem to have both a strong Halo CE group as well as a smaller UT3 following.
I've been working on this pack for a few weeks/months, with the goal being to create a vast pack of high resolution 1024x1024 Halo series assets, starting with Forerunner architecture. I've tried to recreate some of the most common textures so far, but am only about halfway to where I want to be for a final release. In the pictures showing the diffuses below, each has been scaled to 25% size.
So, without killing you all with a wall of text, here are some pictures:
In-Editor Preview (Base map is DM-Z, included in HOLP Pack 3. All credit goes to the original creator)
http://img230.imageshack.us/img230/8946/forerunnerassetpackprev.jpg
Halo 1/2 Diffuses
http://img267.imageshack.us/img267/3079/forerunnerassetpackh12.jpg
Halo 3 Diffuses
http://img9.imageshack.us/img9/126/forerunnerassetpackh3.jpg
So, what I'm here for is to ask for any suggestions, criticisms, or for you to just give me examples of Forerunner textures that I have to include. Also, if it would be possible, it would help a ton to get some help from a modeler, so that I could include some full assets such as Halo style teleporters, doors, symbols, and possibly even full structures.
Thanks,
Teltaur
Heathen
November 26th, 2009, 09:47 PM
Thanks bro. This will go nicely when I make a Halo 3 conversion to UT3 and make it suffer the fate of every other game.
Sel
November 26th, 2009, 10:07 PM
Nice to see people who actually contribute content joining.
Nice stuff, expect a C & D.
t3h m00kz
November 27th, 2009, 03:42 AM
I likey.
Additionally, welcome.
neuro
November 30th, 2009, 12:13 AM
diffuse maps look excellent, but you know as well as i do (i guess) that you'll also need a good set of normals/spec/heightmap(for parallax)/ reflesction masks and whatnot to go along with it.
i can imagine you're not looking to show every single bitmap, so i guess i can just assume you've got all that taken care of.
not quite sure what more you'd like crits on.
Inferno
December 3rd, 2009, 03:19 PM
Lol Forunner Asset Pack.
Nice job.
Does this contain detail/bump/specular?
Teltaur
December 28th, 2009, 06:44 PM
Well, it's been a while since I gave an update on this, so I might as well now.
I've finished a few more Halo 3 assets, including the pattern seen on the majority of Valhalla's bases, as well as Halo 3's versions of Plates-1 and Strips-2 (which can be seen in the original post).
http://img710.imageshack.us/img710/6524/forerunnerassetpackh3up.jpg
Also, I've been working in collaboration with =sw=warlord's Project Aftershock and W!zard's Halo: Airborne to get these assets into Crysis. Look for updates on their projects in their respective threads at Crymod.com (or for Aftershock, here).
Also, thanks for all the support. Again, if you have any requests for assets I seem to have missed, please post them here.
SiriusTexra
December 29th, 2009, 05:08 PM
Good stuff, though what you may want to work on is the "inner/outer glow" look you have going on them. Also try having hte detail layers flipped where the raised pieces are, so details don't follow up and down different heights.
And yeah, use your base shape layers that you drew up to make a black and white bump map, and then add a PRECISE outer glow, that will give the appearance of a gradient, then you'll get really nice normals from it if you do it right.
Teltaur
July 3rd, 2011, 02:52 PM
Well, it's been forever since I've updated anything on here, but I've had so many requests for the pack recently that I might as well put up the most recent version.
First of all, I've done a pretty large amount of restructuring, and have gone back and fixed quite a few errors from the original pack (mostly just due to previous inexperience, especially with the normal maps). I've also added a large amount of additional textures, including a much larger variety of light and strip textures and generic tiling wall textures.
Second, this version of the pack is going to be released in original .tga files rather than an Unreal package. Even I know that UT3 modding has gone down the drain, so you're free to use these for whatever the hell you like. If you want the ideal settings for Unreal Engine, at least in my opinion, then download the original release of the pack for the materials. I tend to tone down the speculars a ton and increase their area of effect to give much more of the Halo 3-styled subtle lighting detail rather than being overly loud or obvious, but again the results are going to depend on what engine you plug them into and you'll likely want to adjust them to your liking.
Download Link (http://www.gamefront.com/files/20510368/Forerunner+Asset+Pack+%28UPDATED+7-3-11%29.rar) (Updated 7/3/11)
So, that's about it. I'm not going to demand that you throw my name around every time you use the things, but credit is always nice. And, I'd love it if you'd just let me know when you're using them, so I can watch your project and see the textures in action.
MrSciFi
March 23rd, 2012, 04:48 AM
I'd love to get a set of your work teltaur, I'm a fan of the forerunner designs. Take a look at my creation I did using in game shots.
http://youtu.be/4A-36r0EMSM
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