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This topic has moved here: Subject: 3D charactres/ materials
  • Subject: 3D charactres/ materials
Subject: 3D charactres/ materials

does any one know what the ghost car space looking ride in halo. I don't even know were to start with replicating the material for the ghost in Udk it just looks so beautiful. I have an idea as to what it looks like "shell material abalone" and I think that how they got the material on the ghost was through a color specular map I think , I haven't tried it yet. Any one please give me some ideas :)



[Edited on 12.17.2011 8:56 AM PST]

  • 12.17.2011 8:56 AM PDT

Dubito ergo cogito, cogito ergo sum ©
Halo 3 Longshore playable on Team Fortress 2 vids


Posted by: strike u7
does any one know what the ghost car space looking ride in halo.
I'm not quite familiar with this one. You have to understand that Halo's engine is totally different than UDK engine. Using the same material as it was used in any Halo games might not be the same if you try to replica this in Unreal Developer Kit.

[Edited on 12.17.2011 4:22 PM PST]

  • 12.17.2011 4:22 PM PDT


Posted by: T1B3R7uMB0YXVI

Posted by: strike u7
does any one know what the ghost car space looking ride in halo.
I'm not quite familiar with this one. You have to understand that Halo's engine is totally different than UDK engine. Using the same material as it was used in any Halo games might not be the same if you try to replica this in Unreal Developer Kit.
Yeah i am not familiar either. Maybe you could be a little more clear?

  • 12.17.2011 4:28 PM PDT

Dubito ergo cogito, cogito ergo sum ©
Halo 3 Longshore playable on Team Fortress 2 vids

Here are some pics of Ghost, as it was mention a few time in your post:
Halo CE Ghost
Halo 2 Ghost
Halo 3 Ghost
Halo Reach Ghost

I didn't include Halo 3: ODST ghost image because it's still practically the same model and texture as it was used in Halo 3. The "reflective" surface, or what you would like to say "Stuff to make shiny", would be the reflect maps. Apart from that, the normal and bump maps kicks in making the object have detailed surface on a low polygon surface. (The bump makes it bumpy, and the normal makes the surface blends and smooth with another polygon surface.) The color of the object lies in the "Diffuse" parameter, where the object is illuminated with colors of your choice.

In Unreal Development Kits, try messing with the Ambient(Common shadow on the object), Normal(Make surface smoother), Bump(Additional details), Diffuse(Color of the object), and Reflective/refractive(Shiny stuff) surface parameters. I wish you luck in hoping to match the same visual effect as it was in Halo Reach.

Also, if you want to make it "Glow" in the game as it was used in Halo, try using illuminate parameter.

  • 12.17.2011 4:49 PM PDT