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Viewing User Profile for: master noob
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Joined: Aug 10, 2012 11:25 PM
Last Post: Mar 4, 2015 02:51 PM
Last Visit: Mar 28, 2016 04:06 PM
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Occupation: amateur animator and freelance modeler
Interests: modeling, animating, game graphics and design
Your Age: 19
What Games do you play: PC games
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master noob has contributed to 1200 posts out of 467751 total posts (.26%) in 2,258 days (.53 posts per day).

20 Most recent posts:
Halo CE General Discussion » What feature you guys like to see for OS? Mar 4, 2015 02:51 PM (Total replies: 64)

Environment probes. There are users here that have used unreal, so they know what I'm talking about. Basically, they are like lights except they project a cubemap onto whatever is inside their radius. This allows for more complex lighting and reflections without actually having lights or reflections. I believe 343GuiltySpark has this feature to an extent, where his "lights" are actually stored as a cubemap and are projected onto walls.
Edited by master noob on Mar 4, 2015 at 02:53 PM

Halo CE General Discussion » Adjutant News and Info! Feb 7, 2015 01:25 AM (Total replies: 952)

All info can be found in the documentation.

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/index.html

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Nov 27, 2014 02:55 PM (Total replies: 8482)

You should work with less polygons, it makes it easier to make drastic changes to the facial structure and works better when subdividing (and generally makes life easier).

Here's some good references.




Halo CE General Discussion » Project-Contingency (Fan made Halo Game) Nov 5, 2014 02:41 AM (Total replies: 382)

Quote: --- Original message by: R93_Sniper
rather scaled

Quite literally.


Edited by master noob on Nov 5, 2014 at 02:41 AM

Halo CE General Discussion » Project-Contingency (Fan made Halo Game) Oct 31, 2014 02:45 PM (Total replies: 382)

Quote: --- Original message by: sshers4
One question though. What happens if I made a map in Cry engine and then export it to contingency will it work?


As long as you are using the same version(or similar) of Cryengine as us and set up all the necessary multiplayer entities then for the most part yes.

Halo CE General Discussion » Project-Contingency (Fan made Halo Game) Oct 30, 2014 12:28 PM (Total replies: 382)

Quote: --- Original message by: altis94
Quote: --- Original message by: R93_Sniper
1. Inclusion of an editing kit

AHAHAHAHAHHAHAHHAHAHAHAHAHAHAHAHHAHAHA


Also keep in mind that if we move on to Cryengine 3.6 and above, we'll be able to fix a lot of issues as well as upgrade our graphics at the literal cost of spending money on a subscription. At the same time, this means that anyone that wishes to make maps in 3.6 will also have to pay for a subscription as well. It's no laughing matter.

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Oct 4, 2014 09:43 PM (Total replies: 8482)

Quote: --- Original message by: samnwck
So just trying some preliminary bakes of my normal. I hate the lips so I think I will be redoing them. I also just redid the skin on the high poly to look like... skin. So give me some crit on that if you would.

Here is the redid skin
http://i.imgur.com/NVNulBY.jpg

And here are the test bakes
http://i.imgur.com/nxtzyyr.png
http://i.imgur.com/8P19q8H.png


Your normal Y channel(green) looks inverted.

Halo CE General Discussion » Adjutant News and Info! Jun 16, 2014 02:31 AM (Total replies: 952)

Quote: --- Original message by: videoman
Look, word of advise. If you are going to Support a Application or Program that you are working on. Then having patience is a big thing. Even if some people are dense or thick headed, you might want to try and be a bit more understanding. Not everyone understands everything you do. So having a open mind about things helps.

Just...a bit of hopefully helpful advise.

From one gamer to another. :)


someone else's impatience isn't justification for incompetency.


Quote: --- Original message by: rcghalohell
why cant they use this in halo 2 anniversary? much better than that... thing they made...

you mean the near-exact clone of the halo 3 suit with halo 2 modifications that looks almost completely identical?

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 30, 2014 11:47 PM (Total replies: 12103)

Quote: --- Original message by: Masters1337
https://dl.dropboxusercontent.com/u/20429418/cmt/haloce%202014-05-30%2015-45-36-53.jpg
https://dl.dropboxusercontent.com/u/20429418/cmt/haloce%202014-05-30%2015-46-00-15.jpg
https://dl.dropboxusercontent.com/u/20429418/cmt/haloce%202014-05-30%2015-46-18-84.jpg
https://dl.dropboxusercontent.com/u/20429418/cmt/haloce%202014-05-30%2015-46-47-56.jpg

Finally a custom phantom for CMT. If there are any suggestions or problems you see with it, feel free to point them out. Remember your opinions about the art style are simply your opinions.


looks almost exactly like the halo 3 mesh with a retexture. The quality gap between that and the other assets is incredibly jarring. the added parts like the ring on top are incredibly low-poly and there are noticeable UV errors all over, made even worse with the tiled hexagon texture.

In terms of the texture there's a lot of shapes for the sake of shapes without any definition or purpose, and the low resolution makes them look very compressed and smooth. the wings and body have normal errors that are distorting the cubemap, which should never be an issue since you are using normal map support. the dark diffuse is heavily contrasted with all the bright terrain and the FP weapon, making it jarring to the eye. considering the phantom's scale, you should scale down the hexagons to emphasize its size compared to the other covenant assets. in general, it feels very under-detailed and missing overall definition.


Quote: --- Original message by: Higuy
That box art looks really stupid.


I quite like the sleeker armor on the top, it comes with a new undersuit as well and has cleaner shapes. Don't know what the ONI symbol's for, though.

Halo CE General Discussion » Semi-Official Gallery [WIPS] May 11, 2014 12:13 PM (Total replies: 11475)


Warframe's Excalibur.
Mental Ray is god.

Halo CE General Discussion » [RELEASE] Halo 3 elite (assault permutation) Apr 26, 2014 08:43 PM (Total replies: 28)

Quote: --- Original message by: darksoldier
Yes of course ! :

http://img15.hostingpics.net/pics/987928haloce2014042622462625.png
http://img15.hostingpics.net/pics/571897haloce2014042622480068.png

For all the permutations, it's possible, but it will take more time for me to do them. But yeah, I will do all of them if you want !


unless something is orange or orange-tinted, refrain from using an orange-tinted cubemap. the visor cube looked good on the tan/orange/yellow colors, but the colors near the blue spectrum degraded visually/looked patchy. don't be afraid to make your own cubemaps should the need arise.
Edited by master noob on Apr 26, 2014 at 08:43 PM

Halo CE General Discussion » [RELEASE] Halo 3 elite (assault permutation) Apr 26, 2014 04:04 PM (Total replies: 28)

can we see what it all looks like with the plasma rifle cubemap?

Halo CE General Discussion » My super awesome sexy custom elite Apr 26, 2014 01:09 AM (Total replies: 95)

Quote: --- Original message by: BKTiel
Quote: --- Original message by: MEGASEAN2812
i dont care if people do halo things in other engines, as long as they dont be dem rebels and make us move to it.



lolwat


some guy spammed alt accounts and made a ton of threads telling people to move to cryengine/unity/unreal.

Halo CE General Discussion » mm Apr 26, 2014 01:08 AM (Total replies: 20)

Quote: --- Original message by: altis94
Quote: --- Original message by: The Kingx
Quote: --- Original message by: joe55
Both are horrible.

I would like to see you make something better.


did you not think this through again or do you just like hearing us repeat ourselves?

you don't have to be a chef/director/gamedev/artist to say that the food/movie/game/art is garbage.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Apr 24, 2014 08:33 PM (Total replies: 11475)

Quote: --- Original message by: ASCENDANTJUSTICE
That looks really nice, it never ceases to amaze me how we can come closer to other engines when we are 14 years away.


OS isn't 14 years old, though.

Halo CE General Discussion » A Bit Off Topic But It's Worth Discussing Apr 16, 2014 07:32 PM (Total replies: 34)

I think the bungie shareholders had more of a part in firing Marty than Bungie, whether seeing Marty as an obstacle to their ideas for Bungie or his massive influence.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Mar 30, 2014 11:35 PM (Total replies: 14969)

Quote: --- Original message by: UnevenElefant5
gun

It's very basic so far, and your polygon distribution is all over the place. you can easily take polygons off the cylinders on the front and the valve thing on the back and place them where they're needed, such as those pink strips on the sides, the handle, and the claws. the paint on the warning label is very clean against something scratched and rusted, and the text or the label itself should be scaled up given how small the gun is. the front should be heavily scratched/rusted from use; same with the space between the claw joints. the screws should be rusted over, considering there's rust surrounding them. you can spare a few polygons by using a normal map rather than indenting the screws. there's some artifacting on the large cylinder's normals, most noticeably around the edges of the pink parts. the screws on said cylinder don't appear to be attached to anything, while the handle looks glued on. the valve looks to serve no purpose.


Quote: --- Original message by: BKTiel
You don't tell anyone, silly. Just sneak it onto their respective indie services in a month or two and no one will be the wiser

that goes beyond a C&D and enters into thousands of dollars in lawsuits.
Quote: --- Original message by: greg079
the wii struggles to run games using 512x512 textures at 240p. i'd rather not have I01 restricted to such a low quality.

most of Super Smash Bros Brawl's textures were in the range of 256x256 to 1024x1024, some going beyond that.


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