it's in the graphite tools, called polydraw.
I would never use this method for anything next gen. I just find this easy for me since this is how I've always done it, and its always seemed to work well and have a good outcome. Using the cut tool creates triangles so that you can smooth the map out more. Any excess traingles that aren't needed for the process and are just collapsed into a vertice and haf the time that vertice gets welded to another.
Not so sure how this is a strange method though; its how Bungie did it as far as I know for Halo 1 and 2.
Are you sure? I've always wanted to know how Bungie constructed their maps and models.
What do you guys think of ZBrush for terrain and cliffs? I've been playing around with it for a while now and you can get some really nice results with it. I think I'll stick with it from now on, well for anything UDK and above.
As far as I know yes. I've looked at numerous Halo 1 map geometry and they all have the same outcome as what I get. Could be a different method they used; but the only logical way and easiest I'd imagine is to use the cut tool. I've never truly looked at any Halo 2 terrain, but from what I can see somewhat ingame, the outcome looks the same.
Hmm, I might have to try this tutorial when I get 3ds next year. I can decently model terrain, but I Vert Model and it takes a while in comparison to using tools. If this is a lowpoly and fast way to model maps (my Multiplayer maps at least), then I'd definitely plus rep (if my plus rep did anything).
How would you model terrain neuro?
(Shift+drag)+relax+move vertices?
When I model with quads, I always get talked down that "halo CE isn't a next gen game, people don't expect next-gen detail so don't try to make it. People don't expect to play halo 1 for next gen graphics, they expect halo 1 graphics" though is really pisses me off.
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