Prophet's Bane Blender

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Lightning13

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Hi all!

I've noticed there haven't been loads of Halo 5 builds on computers (3d models, etc)
So I decided to make a load of weapons from Halo 5!
I've started off with the Prophet's Bane, and when I get the Halo 4 Splaser texture, I'll make the white and red laser from Halo 5.
I also put a reflex sight on the BR.

Image Bomb:
1.png2.png3.png4.png5.png6.png7.png

I appreciate any feedback




Update

Here's my Halo 5 BR

1.png2.png3.png4.png5.png


Update 2
I remodeled the blade and guard of the sword.

8.jpg
The Plasma material changes color from orange to purple depending on the angle.

Update 3:
With the game's release, I added the two other energy swords: Vorpal Talon (Orange and Cyan) and the Ravening Sliver (Purple and Cyan)
Swords.jpg
 
I don't know if that's still a WIP, but it doesn't look like it's supposed to be, so here's a protip: Adding a reflex sight to a Halo 4 BR85 game asset does not even close to a Halo 5 BR85 make.
 
I don't know if that's still a WIP, but it doesn't look like it's supposed to be, so here's a protip: Adding a reflex sight to a Halo 4 BR85 game asset does not even close to a Halo 5 BR85 make.

The thread was mainly for my prophet's bane, and the BRs a side thing I'm doing for my Halo CE thing. Anyway I'm not that good at all of that stuff.

- - - Updated - - -

Bam. Enjoy.

Thanks a lot Chenobyl, now I'll have all 3 legendary weapons (I'm assuming the splaser is legendary)
 
The thread was mainly for my prophet's bane, and the BRs a side thing I'm doing for my Halo CE thing. Anyway I'm not that good at all of that stuff.

Yeah, I saw the CE in the filepath, I wondered what that was about. I'm not familiar with the object in question, but the sword does look pretty good.
 
Now that looks like a complex program. All of you who do the 3d modeling are wizards at it. It truly is impressive stuff.
 
Now that looks like a complex program. All of you who do the 3d modeling are wizards at it. It truly is impressive stuff.

It's really not - Lightning's neglected to remove some of the superfluous panels and work areas from his screen, such as the timeline for animation and the outliner panel. Arguably the Properties panel could also be hidden until needed.

Attached is an example of how clean Blender's work surface can be once you've removed the excess gub - I very rarely have anything other than the 3D view active when I'm modelling, until it comes to texturing and rendering. Granted, I run three monitors while I'm modelling, so I have a total workspace of 4480x1080, but the principle is the same: if it's not relevant to what you're doing at that moment, remove it until it's needed. Keep things tidy and maximise your workspace.

Don't be intimidated by how complex a program looks at the start. I've self-taught myself to use Blender for modelling purposes, and it's really not that difficult once you've a grasp of the hotkeys.
 

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That is one of the great things of being human. A great understanding of process and procedures on a routinely basis becomes child's play after an experienced amount of time. Still I also believe a simple thank you would have been sufficed. Lol I'm just kidding. Thumbs up to you 3d modelers.
 
Now that looks like a complex program. All of you who do the 3d modeling are wizards at it. It truly is impressive stuff.

Compared to other people, I'm a grunt to the didact at modelling.
I can only manipulate original models to reach my goals, whereas others can make them all by themselves.
 
It's really not - Lightning's neglected to remove some of the superfluous panels and work areas from his screen, such as the timeline for animation and the outliner panel. Arguably the Properties panel could also be hidden until needed.

Attached is an example of how clean Blender's work surface can be once you've removed the excess gub - I very rarely have anything other than the 3D view active when I'm modelling, until it comes to texturing and rendering. Granted, I run three monitors while I'm modelling, so I have a total workspace of 4480x1080, but the principle is the same: if it's not relevant to what you're doing at that moment, remove it until it's needed. Keep things tidy and maximise your workspace.

Don't be intimidated by how complex a program looks at the start. I've self-taught myself to use Blender for modelling purposes, and it's really not that difficult once you've a grasp of the hotkeys.

I generally like to do the materials as I go through it, so when I've finished modelling a forerunner base, I like to do the materials for the metal before moving on to the terrain.
Also, regarding the Spartan Laser textures, do you know if there is a full colour one available? I don't know the name, I think it's a "diff" image but I can't remember.
 
Also, regarding the Spartan Laser textures, do you know if there is a full colour one available? I don't know the name, I think it's a "diff" image but I can't remember.

What you see is what you get, and you obviously haven't researched far into Halo 4's texture mapping. Which is fine, because it caught me off at first.

Halo 4 marks a transition away from having the diffuse and colour change textures as separate texture maps. All of the colour change and diffuse information is rolled into one file. Each channel of the file has its own component:

R: specular/reflection
G: Diffuse map (this is the 'white' map you'll see in most of my Armour Packs)
B: Specular/exponent
A: Colour change map

I'm not suite sure how to actually use these new types of maps, but it's there if you need it. If all else, extract the diffuse map from the file and paint over it - I can't profess to know a great deal about graphics pipelines.
 
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