(WIP) Forerunner 101 Tutorial
Please note that this is my first set of tutorials that I'm trying to perfect for those whom want to know how I model forerunner. Here are tutorials 1-3 in which I'll clean up with better examples and commentary in the future. My goal is to create a modeling tutorial based on forerunner architecture. This is a basic tutorial for now.
---Introduction and Overview of Forerunner Architecture---
http://www.youtube.com/watch?v=6gtrq...feature=relmfu
---Basic Layout Design---
http://www.youtube.com/watch?v=9a5uk...feature=relmfu
---Tools, Techniques, and Application---
-Part 1-
http://www.youtube.com/watch?v=LTstJ...feature=relmfu
-Part 2-
http://www.youtube.com/watch?v=8gR_R...feature=relmfu
-Part 3-
http://www.youtube.com/watch?v=LqPtf...feature=relmfu
---Modeling and Texturing the Interior of a Forerunner base---
(In Progress)
---Modeling and Texturing the Exterior of a Forerunner base---
(In Progress)
Re: (WIP) Forerunner 101 Tutorial
I really wish people would stop believing in 30-degree angles on forerunner stuff.
http://www.majhost.com/gallery/Talon...gles_units.png
10-inch units, 1/1, 1/2, 1/3 angles.
Re: (WIP) Forerunner 101 Tutorial
Yes. Because posting a picture of simple triangles really tells me why I should stop believing in 30 degree angles. I said 45 degrees is the most common. Did I not?
Re: (WIP) Forerunner 101 Tutorial
30-degree angles aren't used anywhere that I can remember as of Halo 2(and let's face it, H2 refined the architecture to its best form). Mentioning them as if they're used is probably a bad idea since it'll screw up any measurement that follows from the second end of the angle. H2 uses as noted: 10-inch units, 1/1, 1/2, 1/3 angles.
Re: (WIP) Forerunner 101 Tutorial
Whoops. My bad. I did mumble 30 degree angles. And last time I checked, I never used 30 degree angles! Thanks for finding that error Cagerrin. I will edit it out in the final product.
Re: (WIP) Forerunner 101 Tutorial
Heh, I posted as soon as you mentioned it, hadn't gotten far enough in to see whether you used them in examples or not. Sorry if I was too antagonistic as it's a bit of a pet peeve.
You're doing bloody great with the modeling examples, now that I've gotten further in. The inset at the beginning of 3.2 is mildly odd, in that most insets with an edge that complicated in H2 are usually more than simple bevels, they usually use parts of an edge or two to have a deeper beveled bit or something similar, lemme work up an example.
Re: (WIP) Forerunner 101 Tutorial
I didn't take offense to what you said. In fact, I appreciated it. I was just confused by your first post.
It's nice to have another forerunner god giving me some suggestions :downs:. I'm just trying to create this tutorial for those newbies out there.
Quote:
Originally Posted by
Cagerrin
The inset at the beginning of 3.2 is mildly odd, in that most insets with an edge that complicated in H2 are usually more than simple bevels, they usually use parts of an edge or two to have a deeper beveled bit or something similar, lemme work up an example.
Yeah, those bevels didn't look right when I got it complete. I just didn't want to go overboard with the details. That demonstration was to get the user comfortable with the tools I use to create forerunner architecture. But please, draw up an example. I would appreciate it very much.
Re: (WIP) Forerunner 101 Tutorial
well, this is a huge mess of "can't tell intent on the internets", bleh. As to "forerunner god", if I've done more it is by standing on the shoulders of giant(metal erections, that is). too pretentious y/n?
http://www.majhost.com/gallery/Talon...et_example.jpg
Re: (WIP) Forerunner 101 Tutorial
So just like the pillars inside of the Death Island/Silent Cartographer structures.
Re: (WIP) Forerunner 101 Tutorial
Yeah, it's that sort of idea, though I've noticed the Silent Cartographer pillars are a bit warped.
The best way to figure out forerunner, I think, is to find the H2 Xbox .maps and a version of Entity that exports .sbsp to .obj properly, and take a look around in Max. Sentinel walls is particularly good.