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How would I approuch this?

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DEElekgolo interpolator
halo-3-odst-citadel-bd-011.jpg
ODST_NMPDHQ-Env02.jpg
ODST_Firefight_AlphaSite03.jpg
Bungie seems to have this way of making water tight enviroments using only 3ds max as said in there last art interview. Even though some of these structures seem very modular, it all fuses perfectly with the geometry around it as one continuous mesh. This can be seen when you fly halo's theater cam out into the skybox. I always thought though, that there is some sort of CSG system they are using to make objects. Much like how hammer editor does its bsps. Or that they use autocad or illustrator to get splines and such into max. But it still doesn't explain how everything is so perfectly continuous to its self. And how they would do this with transitions from irregular terrain surfaces to inorganic forerunner structures. Though the only time they use floating, intersecting geometry is on the levels with the flood. But even so, they use a base covenant bsp and glob some flood blobs and structures around it that work as scenery. Any thoughts on how they went about making such environments like this?

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