UPDATE!!!
Introduction
Welcome to my Re-written tutorial on how to create renders of Halo 2 characters. I decided to rewrite the tutorial mainly because I wanted to close some gaps in my first tutorial and wanted to explain different ways about doing things with the objects. This time around we’re going to use an elite to texture, rig and render. I’m going to go over whole different processes to do some things in 3DSMax. I expect everyone who is starting off in this stuff to play around with all the tools listed below. Experiment with all the tools in the software everything is easy once you get to know it.
Tools Needed
3D Studio Max 7 (Go here and get the 30-day trial and
download all the support files and tutorials, they are great help.)
Adobe Photoshop CS or Paint Shop Pro
.dds plugin My old dds link didn’t work with the new bump maps
Ch2r v0.9.3+
A.D.I
Model Library
Adobe PhotoShop Normal Map and DDS Authoring Plug-ins
Getting Started
Once you get all the tools above installed and working properly. It would be smart to start a few new folders for your models and bitmaps to keep everything organized. There is a lot of file movement that’s going to happen. So keep it clean.
Extracting models
First, we are going to extract the models out of the Halo 2 maps.
Open A.D.I. File -> Open find your mainmenu.map. Go to Model (click the rollout) and look for objects\characters\ elite\elite. Click the

in the bottom right corner. (This icon is added after you install the model lib.) Check Wavefront OBJ and Click Export Model. Please remember that the models will only extract out of their root map. ADI tells you where the actual model is located. The same goes with extracting bitmaps with ch2r.
Extracting Bitmaps
This time around I’m using ch2r to export the bitmaps out. Now that bump maps are extractable we have to recreate the normal map from what ch2r we cover this completely.
Open Ch2r. File -> Open Map -> mainmenu.map. Path your way thru to objects\characters\elite\bitmaps, next start extracting all the bitmaps of the body parts. You don’t need to extract the active camo maps. The rest we need. When you extract the bump maps you will end up with three maps delete the last two they are garbage.
Converting the Bump maps
When your opening your dds files in Photoshop CS, they come out clearer in PS than as a texture in 3dmax. I recommend converting all texture to a bitmap. So open your bump map and we should have something like this. (click no at the Use Existing mip maps.) You should have a black image. Now we need to display the Alpha channel to see the bump map.
Now Press Ctrl+A to select all the picture. Then Copy, now paste it on top of the black image and flatten.
Now we need to convert it to the normal map.
Goto Filter and select the nvTools and then NormalMapFilter…Use the settings in the image
Now we have a working normal map to use on our models. After you have converted all of the dds files we will start working on our model.
Importing an Elite into 3DSMax
Now we are going to import the Elite model into 3dmax. We are not going to use the obj importer any more, the importer in 3dmax works quite well and separates all the objects within the model. So go to file at the top and select Import from the menu. Now path your way to the elite model, which should be something like models\objects\characters\elite. When you find it start with the first .5.obj file.
Use the following settings when importing an object.
Continue Importing the rest of the .5.obj till the elite it built.
Now we need to right click and convert to an editable mesh
Using this method rather than the obj importer is much better you only have to connect a few vertices to smooth the centerlines here is a comparison between the two import methods.
Now zoom in the perspective window either with mouse wheel or
Now you can move the view holding in the middle mouse button and rotate by holding alt.
Connecting Centerline Vertices
Now to make our models smooth we want to connect all the vertices along the centerline of the object. Select the model you want to edit and go to the modify tab and select the vertices button. Scroll down to the weld tab. Select 2 vertices along the centerline and weld them
After connecting all the vertices together and smoothing out any uneven placed on the head it should look similar to mine.
Continue smoothing out the bad spots on the model. When your finished we will add textures to our model. If you have problems with 3-4 vertices connecting at a time try hiding the faces and connecting one sides at a time.
Adding Material Maps
Press “M” to open the material maps window and select the diffuse button and select bitmap in the new window.
Now find where you extracted and converted your elite/head.bmp Select it and now the orb will have the texture on it. Now just drag the orb over to the head on the model.
Continue setting each piece to its correct texture in the material
Now that you understand setting materials we are going to show how to set colors to our colorless armor.
Setting a Mix to bitmaps
This is where things get a little advance. If we want color changing armor then we have to setup some mix channels. Below are the Alpha channels we need to create.
Alpha channels work by the black being transparent and the grayscale is the transparent color we want on the armor like red, blue, yellow, ect. To create these bitmaps we need to have extracted the color_change bitmaps from the elite. The drawing below shows how I created the alpha maps.
Now that we have created the alphas we need to setup a mix channel in the material editor.
Select the diffuse button that we set the skins to earlier, clear it, and select mix instead of bitmap. Set the mix values to the following image.
Once you have gotten all the armor colors the correct way you want. We will add those bump maps we created earlier.
Adding Bump Map
Next we are going to add the bump maps in and adjust them the right way. Scroll down to the maps rollout and select the bumpmap button. In the window look for Normal Bump.
Now load the bump map in the first slot . If you have problems with the bump being flipped just use the Flip Red and Flip Green to Fix it.
Now it’s time to add a reflection to out pieces to give the bump maps better difinition.
Set the specular and glossiness to 20:20.
You should have a render like the following…
Adding a Light
Since we don’t have true lighting in our render yet let’s add one.
Click the Create Tab->Lights->Omni and place a light where you want. Turn the shadows on for them and lower the intensity to what you want.
Your render should now look a lot more realistic with the lighting.
Rendering
To start u need to adjust your perspective like you want your picture to show out. Then goto Rendering->Render... or press F10
Adjust your output size to what ever you want. Use production and make sure you viewport is perspective. Then Render
This is what you get.
Adding a biped to a mesh
Now we have a fully textured Elite next we are going to add a rig or (biped) to our model. The following procedure is a little more complex than what we just did in texturing out model.
Importing a Bone Structure
Go to Create -> Systems -> Biped. Click the center below your elites feet to insert the biped.
Now you need to center the bones to the mesh there is a white diamond inside the yellow pelvis. Use it and a side view port to center the bones. Now set the values to what I have for the structure in the Motion Tab.
save!!
Bone Positioning
Now we need to position the bones to fit inside the model. Use the Scale, Move, Rotate to adjust the bones. This will take some time. If you need to start over go ahead. It took me many times to get my first rig correct.
Here is what my finger bones look like
Save again to something separate because you can use this bone structure to biped any of the other elite models such as honor guard, dervish, ect.
T
Setting the Physique
We need to attach all the pieces of our model together now before we set our envelopes. Click one of the models pieces, then click the modify tab, the click attach. Click another object in the model attach them. When the window pops up select the second, Match material to Material ID. Attach all the objects into one with the skin staying the same.
Now we need to set the physique. Select the Modify Tab, in the drop down menu select Physique. Now go to one of your wire-frame view ports, and select the white diamond in the pelvis to set the physique. Select yes at the popup window.
Editing the Envelopes
Now we are going to adjust the size of the balloons around the bones that encloses the model. Select the model and select the envelope button under the physique. Click one of the bone parts like the palm to start and adjust the envelope using the circled tools in the image below. Continue until you have the entire model inside of an envelope. Some places will need adjustment. Take your time and make sure all the vertices get selected.
Setting a Prop
With the pelvis diamond selected go to Motion Tab. Check the Props: 1 box. Now resize the prop to the correct size. Now we are going to give him a weapon to use. So import a weapon. We are going to use the plasma rifle. Once its imported, we need attach the rifle to the prop. This will now allow the prop to move with the hand. So select the prop and convert to an editable mesh. Then select the prop and then attach the weapon. Position the gun in the hand and pull the fingers in some. You weapon is done and sticks with the hand with a little adjustment needed.
Now everything that we have covered so far in the tutorial is as followed:
Extracting models
Extracting Bitmaps
Converting the Bump maps
Importing an Elite into 3DSMax
Connecting Centerline Vertices
Adding Material Maps
Setting a Mix to bitmaps
Adding Bump Map
Adding a Light
Rendering
Adding a biped to a mesh
Importing a Bone Structure
Bone Positioning
Setting the Physique
Editing the Envelopes
Setting a Prop
With all of these steps you guys should be able to render most of the object in Halo 2. I will be adding more stuff to this tutorial as new questions come up about mocking about aspect of the Halo 2 game engine. I hope you guys enjoy and learned something new in the tutorial.
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