Almost done with the Forge World port to H3, took a while to do cos I kept switching methods on how to light the map but its good now, all thats left is some shader tweaks
H3 Remaster - Johnson & Chief
Uploaded a few cutscenes of what I got so far with H2A Johnson and Chief in H3, still want to make the face rig on Johnson bit more natural looking when he talks, and gotta fix up bit of rigging stuff on Chief
Working on a variant of the sentinels for Guardian Forest, these ones would have been dormant in the forest for a while and would have a bit of foliage on them
Porting Forge World to H3, fixed up all the open edges so pathfinding works, still got a few shaders to do and tweak ones I made to look more like Reach. Also gotta place foliage and port the skybox. After all that it'll be released for download
Been working some more on the H3 > H4 asset replace, should be able to release the campaign pretty soon. Will clean up my tags a bit then release a tag pack with all the H3 assets in H4.
@aLTis69
I've seen a couple mods where they replace chief and a couple bipeds but Im trying to replace all vehicles, weapons, bipeds, scenery objects with H3 versions
Gonna do a vid on this soon, H2A Chief in Halo 3, cleaned up the texture of it alot by removing alot of the dark flakes from it, thanks to
@WyvernZu
for helping with the textures (4K Screenshot)
Imported my attempt at the first bsp for the cut Guardian Forest campaign map. Mainly just a test to see how it'd look in-engine so things will change probably
Here's a 4k x 4k render I did of Reach, mainly made it so I could get high quality renders to use it as a part of a skybox in an upcoming H3 map Im gonna make.
It's hard to make things look good in H4's engine without employing a team of shader coders to restore features. How H4 has levels setup, in terms of lighting, bloom, camera effects varies alot in areas making it hard to account for that. I'm doing the best with what I've got.
No offense (I guess). But this is a good example of modders not being great judges of visual style and why I think a lot of mods are just ugly.
No cohesion in style, texture fidelity, color palette, geometry. Shit just looks so out of place.
Couple renders of a big circular Forerunner elevator for Guardian Forest in H3. Design will prob change a bit. Used the guardian forest base floor as the center and used H3 assets to make the rest. Still not sure about using Gold, but looks kinda cool. 4K
To get this looking kinda decent I had to edit the bitmaps alot, think Reach handles shaders and bitmaps differently.
Heres how it looked before any edits to the texture
@LevDrekinn1138
Might be a bit tricky, same reason I havent changed anything on Cortana or Lasky, replacing models of characters with faces breaks their facial anims, So they look like their drunk in cutscenes. I did it with marines cos they dont really have much anim
Done a test render of an area in Guardian Forest I'm working on atm. This is a bit outdated I've already added some more stuff. I'll show it ingame soon
@MissBarbatos
Thats not the point of the mod. This is more of a foundation so that I can make other mods using the H3 artstyle but getting the perks of the H4 engine. I want to release the tags for this so that others can do the same as most people I spoke to wont use the H4 engine cos of this
@LateNightHalo
Thanks champ, should hopefully look better on release. Partly why most things dont look that great atm is just cos I wanted to import everything I could fast, get some passable materials setup and move onto the next asset. Just making sure it all functions before visuals pass.
@Halo_VFX
This is the only shot to me that reminded me VFX was a thing, everything else in the show was so well done it looks indistinguishable to IRL. (The only problem to me with this shot is how the armor lands and settles everything else looks really good)