Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast
Results 31 to 40 of 58

Thread: [WIP] s117 sky

  1. #31
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: [WIP] s117 sky

    Don't make awesome sex sky too quick please. I need time to unwrap Pelican and find someone to texture still. I don't want to keep Penguin waiting when he has everything else ready.

    Sex needs to take a while, no quicky
    Reply With Quote

  2. #32
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] s117 sky

    Quote Originally Posted by bobsam View Post
    Where will The Pit go in this picture in the bottom left hand corner? Or the middle?
    It goes in the sandy spot surrounded by hills, which is the middle. The BSP will float slightly above this terrain.
    Reply With Quote

  3. #33
    Senior Member bobsam's Avatar
    Join Date
    Apr 2009
    Location
    St. Louis, Missouri
    Posts
    103

    Re: [WIP] s117 sky

    Quote Originally Posted by Con View Post
    It goes in the sandy spot surrounded by hills, which is the middle. The BSP will float slightly above this terrain.
    Alright!
    Reply With Quote

  4. #34
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] s117 sky

    Gettin' there...



    There should be trees on these hills, but for some reason they wont render in front of the hills. The near hills are region #9, and the trees are #10. That should mean that they render in front, but they don't.

    It could be something with how halo interprets the digits and thinks it's 1 and not 10. I'll try naming my other regions 00, 01, etc.

    The sun also refuses to show up where I place it in max. I've tried resetting the xforms on the marker, but it made no difference. The sun shows up about 30 horizontal degrees off from where it should be.

    There's obviously a lot of tweaking that needs to be done, and I need to find a way to gradually change the colour of the clouds as they approach the side opposite to the mountain. A blue gradient cylinder in front of the clouds might do the trick.
    Last edited by Con; December 18th, 2009 at 12:31 AM.
    Reply With Quote

  5. #35
    am I an oldfag yet? Heathen's Avatar
    Join Date
    Feb 2008
    Location
    a
    Posts
    9,534

    Re: [WIP] s117 sky

    Looks waaay too painted. :/
    Reply With Quote

  6. #36
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] s117 sky

    That's been a problem I've been thinking about for a while. I think making an accurate model of Kilimanjaro is beyond my abilities. Painted 2d is a medium I can work with much more easily. You're right though, it gives it a painted look that doesn't match the surroundings. I suppose I just need to work at the texture some more to replicate the h3 version.

    higher res:
    Last edited by Con; December 18th, 2009 at 02:31 AM.
    Reply With Quote

  7. #37
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
    Join Date
    Aug 2006
    Posts
    4,192

    Re: [WIP] s117 sky

    I think it's the clouds that just make it look too painted. The mountain looks good. Are the clouds separate?

    PS: the ground looks like shit without AF

    Making the mountain model really shouldn't be to difficult. Making an accurate texture to go over it is a different story, then you have to do the fake fog tricks to make it look like it's farther back than it really is (like what we did with the water surface fog with the waterfall up to the horizon).

    Going the way of a full model sky really isn't a huge advantage over a painted one. Below is the H3 sky in CE. It has a completely different taste to it. It looks more "real" (Halo-ish), but Con's looks very pretty. I do like how he threw in the modeled hills in the foreground though.

    Reply With Quote

  8. #38
    huehuehue annihilation's Avatar
    Join Date
    Jul 2009
    Location
    California
    Posts
    1,488

    Re: [WIP] s117 sky

    I think you have to much shadowing on the clouds.
    And aren't clouds usually above mountains?
    Reply With Quote

  9. #39
    This avatar size is... LlamaMaster's Avatar
    Join Date
    Oct 2006
    Posts
    2,727

    Re: [WIP] s117 sky

    Quote Originally Posted by Heathen View Post
    Looks waaay too painted. :/
    This. Just needs more detail at this point I guess.
    Reply With Quote

  10. #40
    Neanderthal Dwood's Avatar
    Join Date
    Sep 2008
    Location
    Wouldn't u like to know?
    Posts
    4,186

    Re: [WIP] s117 sky

    Paint the hills so they match sylistically perhaps?
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •