Page 4 of 17 FirstFirst ... 2 3 4 5 6 14 ... LastLast
Results 31 to 40 of 166

Thread: [WIP] Valhalla

  1. #31
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] Valhalla

    BUMP

    HOLY SHIT BUNGIE, I fucking love you!

    [wshot]http://www.bungie.net/images/News/InlineImages2007/Halo3BetaGuide/valhalla2.jpg[/wshot]

    This overhead view will give me all the right proportions for finishing/revising the map, especially being orthographic. The project is going to go much faster now that I have this, but only once I've finished my obligations to CMT.


    Once I'm done this homework, then I'll line up my BSP with theirs to see how accurate I was, and I'll post it here.

    EDIT again: Their #9 should be on the outcropping BEHIND the pelican.
    Last edited by Con; May 15th, 2007 at 08:05 PM.

  2. #32
    Senior Member
    Join Date
    Dec 2006
    Posts
    1,263

    Re: [WIP] Valhalla

    i can see now how valhalla is a rebuild of blood gulch

    i expect some sexy results conscars!

  3. #33
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] Valhalla

    I'm liking where they put the turret, it fits into gameplay well without being a big problem.

  4. #34
    Senior Member
    Join Date
    Sep 2006
    Posts
    2,549

    Re: [WIP] Valhalla

    ^_^
    Con you're working the a great map! and with the up dates on the Valhalla, you'll have a easier time modeling it's shape and a easier time placing weapons.
    Last edited by Stealth; May 15th, 2007 at 11:57 PM.

  5. #35
    aka [TOG]b-rad
    Join Date
    Dec 2006
    Location
    somewhere
    Posts
    172

    Re: [WIP] Valhalla

    its good so far as in the lines its taking, but i see a few random pollys here and there. I suggest you go higher polly. Atm those cliffs have almost no detail, and the detail im talking about cannot be made up with bumps and textures. don't be afraid, portaling is your friend

  6. #36
    got dam forumers.... SnaFuBAR's Avatar
    Join Date
    Oct 2006
    Posts
    6,159

    Re: [WIP] Valhalla

    Quote Originally Posted by Stealth View Post
    Con you're working the a great map! and with the up dates on the Valhalla.
    What the hell did you say?

  7. #37
    Is bad, really bad SMASH's Avatar
    Join Date
    Nov 2006
    Location
    Chi Town
    Posts
    817

    Re: [WIP] Valhalla

    Quote Originally Posted by SnaFuBAR View Post
    What the hell did you say?
    I was thinking the same thing.

  8. #38
    (Slyr)Bleach/MythicUltra
    Join Date
    Mar 2007
    Location
    SoCal, US
    Posts
    657

    Re: [WIP] Valhalla

    so this map is still being done right? can we see some more pics? i love em. My favorite halo 3 map right now is valhalla.

  9. #39
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: [WIP] Valhalla

    Quote Originally Posted by soccerbummer1104 View Post
    its good so far as in the lines its taking, but i see a few random pollys here and there. I suggest you go higher polly. Atm those cliffs have almost no detail, and the detail im talking about cannot be made up with bumps and textures. don't be afraid, portaling is your friend
    I purposely chose to model it low-poly until I was finished the general shape. The reason was that I had no completly accurate reference images to work from until today. I don't want to waste time and effort modeling in details when it could be all wrong. Don't mind the random poly's, they're 'artifacts' of my deleting rampage when I discovered a bunch of stuff was wrong. I was discussing my modeling method with Phopo on AIM, and I have come to the conclusion that it should not be used unless your reference point has more than 1 axis that you can use to align with your reference images. Valhalla is a bad map for this. The terrain is very ambiguous, I don't know anything for sure about it's shape and angles. I chose the bases as a reference point because they were the only things in the map that had straight lines and definite angles. The problem is, my base still ended up inaccurate from the lack of proper reference images from it. Besides modeling a map from an inaccurate reference object, the base itself does not extend along many axis except for the vertical one. This doesn't help me at all. To like up my cameras with it to model from, they need to be aligned to the base's rotation. It's hard to tell if your image in the background lines up with the base model because it doesn't extend close enough to the camera. This has lead to the map ending up a bit warped. I do not reccomend this method to anyone who wants to model an OUTDOOR map. Camera-triangulation modeling is great for any map that has perfect angles and flat surfaces to reference, but not outdoor ones where the base is all that you have. That being said, I have the layout comparison below.

    (click to enlarge)
    [wshot]http://img508.imageshack.us/img508/8216/accuracyeb1.jpg[/wshot]

    As you can see, some parts of the map ended up quite accurate while others did not.

    By the way, does anyone know how I'm going to get grass, stone, AND snow detail maps into my ground bitmap? Or is there something in H2 that will let me do that.

    edit: thought of a solution already; since these 3 surfaces don't all meet together anywhere, I can just have 2 ground bitmaps. One will have grass/stone for the center, the other can have grass/snow for the edges/cliffs.
    Last edited by Con; May 15th, 2007 at 11:51 PM.

  10. #40
    I R Serious Texra DaneO'Roo's Avatar
    Join Date
    Sep 2006
    Location
    Australia
    Posts
    3,876

    Re: [WIP] Valhalla

    close enough, for perspective images, I say. Can't wait for this to be 60 percent

    and soccerbummer, in halo 2 vista, Bumps CAN make the cliffs look hi poly. Through halo 2's fully dynamic lighting and normal maps, you can get it within reason to look almost exactly the same as bungies, had you painted exact textures, and got deep enough normal maps. Thing is, they'd have to be really big giant hi res textures. He's got the general shape down, so yeah, I think with the combination of smoothing groups and wicked normal maps, He can get it looking kick ass.

    Also Portalling doesn't work too well on maps that are this open. It just wouldn't work, so I think modelling low poly, and letting the material do the talking like bungie do, is a good move. If thats what con is planning, anyway. Frankly, I'd like to keep my fps nice and high Do whatever ya want con.

    Btw, you making textures for it yet? CAN I HELP PLOX :?
    Last edited by DaneO'Roo; May 15th, 2007 at 11:53 PM.

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 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
  •