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Thread: [3DS MAX/Rendering] Halo 2 Master Chief

  1. #11
    a bit of the old in-out Roostervier's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Quote Originally Posted by PenGuin1362 View Post
    congratulations you accomplished what most did 2 years ago, except with worse bumpmaps.
    The bump maps are directly from in game (e.g. not the active camo bump)... how are the bumps any worse? It's probably my shoddy lighting. Plus, I released this because Con suggested it and I thought it might help someone out that knows absolutely nothing about materials in 3ds max.
    Last edited by Roostervier; October 30th, 2007 at 06:51 PM.
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  2. #12

    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Quote Originally Posted by odseraphim View Post
    I guess this will pass as your weekly "look at me, acting like a douche" post, right?

    I think it looks nice, it serves a purpose, and it nowhere near a horrible representation of MC, bumpmaps or otherwise.
    two things wrong with that. the first, i don't do this weekly. it usually happens more frequently. the second, i never said it was horrible i said he's 2 years late.

    it is not a horrible representation at all. the rig seems decent however the materials seem as good as they are in halo 2. aka not that good.

    The bump maps are directly from in game
    there's your problem. there are a few artists at halomods (yes halomods -_-), who have made spectacular materials, that will gladly assist anyone with a good interest in such things. if you don't care that much there are about 30 downloads available on halomaps.org (or at least there was last time i checked) with the same materials and rig. So basically, this is nothing special.
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  3. #13
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    i try to load this but it is asking for hte following, btw im using max7

    biped.dlc
    sceneeffectloader.dlu
    and some built in file that it doessnt name
    does anoyne have an idea?
    or should i get max8?
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  4. #14
    a bit of the old in-out Roostervier's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    You need 3ds max 8. Also, this rig's purpose it to look mostly in-game. I know I could have made a custom bump (which I suck at D: ) and made it better, but that wasn't the intention.
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  5. #15
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    okay thats all i needed to know thank you +rep
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  6. #16
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    How would I go about making the model remove its helmet?
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  7. #17
    Senior Member Vicky's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Make it animate, check out the (auto)key and the frame slider at the bottom.

    Although you'd probably only be able to take off his head (lol), i don't think there's a head under the helmet...

    Ok, it has joints... you can still do this though

    Last edited by Vicky; November 24th, 2007 at 11:30 AM.
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  8. #18
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Quote Originally Posted by Akir View Post
    How would I go about making the model remove its helmet?
    by reading tutorials on your 3d package, assuming you're not a TOTAL newbie to the application, and get tutorialised.

    if you are a total noob to it, you would have to learn how to manipulate viewports, how you use the transfprm tools and loads of other stuff.
    animating isnt simple. you're not going to be able to do it with 2 hours of messing around.

    welcome to the forums, and pay attention to how new people get punished, tortured, raped, and murdered. try to avoid making the same mistakes as so many have made here, and you might survive.
    if you don't, you will be gone soon enough.
    Last edited by Tweek; November 24th, 2007 at 12:11 PM.
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  9. #19
    a bit of the old in-out Roostervier's Avatar
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    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Quote Originally Posted by Akir View Post
    How would I go about making the model remove its helmet?
    You'd have to model head geometry under the helmet, add it to the skin modifier, remove the helmet from the skin modifier, give the helmet a node that has a link constraint or something like that to the head, and then animate it off. =p
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  10. #20

    Re: [3DS MAX/Rendering] Halo 2 Master Chief

    Quote Originally Posted by Akir View Post
    How would I go about making the model remove its helmet?
    The helmet does not come off, It's arc welded on. lol.
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