Another portrait-oriented image, and my first in a while using only video-game assets. Oddly enough, textures designed for a 480i CRT more than a decade and a half ago may not hold up in 5K HDR renders.
Category Archives: Halo
100 Days, 100 Renders— Day 9
Video games!
I gave some thought to the question of whether or not to use non-fan models in the project… and in general, for that matter. Games are an excellent source, since it’s often possible to recover models and textures out of them. It may require some extra work to get them to look their best, but it’s often possible to get something acceptable without a lot of trial and error, assuming I’m able to extract them at all (which can be tricky, especially since a lot of modding tools are Windows-only and all are very, very homespun.). Continue reading
Clearing Out the Workbench
Over at Foundation3D, a new downloads category opened up for unfinished models. A couple days after seeing the thread, I remembered that I had a very rough version of the hangar deck from the 2003 version of Battlestar Galactica, and also the foundation for the Halo: Reach version of the Pillar of Autumn. I’d finished the initial work for both, which is usually the part of modeling that gives me the most trouble, but I’d also burned out on them getting that far and moved on to other things.
I uploaded both of them. The Autumn includes a large number of screencaps from Reach, a few downloaded from the internet, but most I took myself to use as reference for the project.
The hangar was actually for a school assignment, to match a professionally made 3D rendered environment, either a virtual set or something from an animated film.
You can download the Pillar of Autumn and hangar (local mirror) from Foundation3D. The models are in Lightwave format, though I included OBJ versions for users of other packages. All I ask is that if you let me know if you do anything with them. I still have a few images in mind that I’d like to make with these objects.
As an aside, the reason I was looking at my hangar model was that I was playing with some of the new BSG designs from Blood and Chrome and comparing them to the parent show. While doing that, I did some scaling with the new Viper (based on a production diagram posted by Doug Drexler) and found out that it’s a big sucker (10.6 meters long, with a 6.8 meter wingspan). I thought I may have made a mistake, but the cockpit matches the size of the cockpit on the Mark II version, and they seem to be using the second Mark II cockpit set from BSG without any modifications, so they should take up the same space.