Halo Concept Art: Halo Reach Environments Part 3 of 3

Alirght then, here we are at the last part of the Reach environments I have to share at this time.  It’s also the last part of the Reach concepts I have to share. Tomorrow will start the Halo 4 environment articles.

Let’s take a look at the rest of the reach concepts.

haloreach_environment_panoptical_back_wall_01_by_isaac_hannaford
Part of the New Alexandria cityscape, this concept is fairly clean for a marker rendering. Many of the buildings in those missions had a fairly pristine look to them, even while under attack by the Covenant. This particular concept serves as a great point by which the environmental artists can draw from.haloreach_environment_powerhouse
The concept above should be pretty familiar if you were playing Halo 3, while waiting for Halo Reach. It was used as a marketing tool. Powerhouse, for which this concept became the basis for, changed a bit in look from this. However,it did maintain the base structure and bridges. The right portion is what changed the most.
haloreach_environment_space_beacon
Did you know that this beacon can actually be seen in the game? While playing the middle portion of “Ling Night of Solace” fly your Sabre beyond the Space Station and you’ll see a similar beacon beyond it. Without a background or another object to give this scale, this beacon could have been any size the artists wanted it to be. While many times it’s a good idea to show scale, with certain objects, you might want to leave it up to the viewer to determine the size. In this case, that’s what happened. The only thing to give a clue to the size is the radar dish at the top right corner.haloreach_environment_spacestation
This is a concept of the interior of the Mutliplayer map “Anchor 9” It’s much more dark than the final version. I actually prefer this. In my opinion, darker spaces to play matchmaking in tend to focus the gamer to the task at hand. Otherwise, if you’re like me, I spent time, even during matches, exploring and looking at the details of maps. LOLhaloreach_environment_sword_base_garage_by_isaac_hannaford
Here we see the basement of Sword Base. This area is seen twice in the campaign and can be seen somewhat on the Firefight map “Courtyard”. Though it’s tougher to see in the latter due to shielding getting in the way. This concept looks VERY much like the final version. I’d make a guess that this was further along in the design process than an initial sketch or color rendering.haloreach_environment_sword_base_interior_01_by_isaac_hannaford
Now this concept is interesting. It reminds me more of a scene from Halo CE, than Reach. This was to be a part of Sword Base. For whatever reason it was cut from the game. I’d love to see this space reused in a future Halo title. I do like the contrasting lighting. It clearly conveys that the lighted areas are the main hallways, while this room is just an offshoot of it.haloreach_environment_sword_base_interior_02_by_isaac_hannaford
Another of the marketing concepts, this Sword Base rendering might have you a little dizzy with it’s varied slanted bridges and angles. I’m a bit curious as to why the artist chose a cold blue theme for this concept. Perhaps it’s to help convey the location of Sword Base, which we know is in one of the coldest temperaments on Reach.haloreach_environment_sword_base_interior_03_by_isaac_hannaford
One of the rooms within Sword Base, this brightly lit concept was use, though parts of it were. I find it a little strange that there is a reception desk in the middle. It does add some realism though.

haloreach_environment_swordbase_detail_02_by_isaac_hannaford
While this piece is marked as something from Sword Base, I can’t see where it would fit in.  It looks as though the artist was going for a modular look for most of the sketches herein.  The bottom middle sketch has me intrigued the most. I wonder what that device would have been used for?
haloreach_environment_traxus_tower_by_ryan_demita
And last but not least, the Traxus tower. Versions of this were seen as many buildings in the city. It was fun to fly around/above them with the Falcon. It’s plainly obvious that this skyscraper is very tall. The gentle horizontal lines in the left black portion tell us that those are individual stories within the building. So how tall is this tower? I hope for the next game we have a couple of missions or more that require flying, be they in a cityscape or in space.

Should I find more concepts from Reach, I’ll post those at a later date. I hope you’ve enjoyed the look back to Bungie’s last Halo game and hope you’ve seen some new things and have been entertained by the articles. If you’ve liked these, let me know by replying below.

Okay folks, tomorrow we move on to Halo 4’s Environments!
-Sal

New Halo Pinterest finds.

Every once in awhile, I peruse Pinterest to see if there are any Halo pics or graphics I haven’t seen before. Usually I find a few here and there. Today I looked and while only finding two new to me, it was still nice to find something out there, that I hadn’t seen before.

Here are those two graphics:

UNSC posterDidact posterBoth are well done. Simplistic approach to each, yet clearly recognizable for what they are.

To see these and MANY more Halo pics and graphics, check out my Pinterest page. You can always find it on the side bar to the right on the main page. For now though, you can go straight HERE to check it out.

Enjoy and repin away!!!

-Sal

 

Halo 5 race car in Forza 5!

A presumable Forza AND Halo fan, @Forza_ElMutem, made this in Forza using the newly released graphics for Halo 5 Guardians.

Forza halo 5 carPretty sweet! I’m not much of a racing gamer anymore, but this would be something that might get me thinking about it again.

Have you made a Halo themed race car in Forza? If so, I’d LOVE to see it and share it here on the blog. E-mail me at: [email protected] with your design.

-Sal

 

Halo Concept Art: Halo Reach Environments Part 2 of 3

Today we explore yet more of Reach’s environment concepts. There’s a good mix with a few pieces of line art. As usual, click on pics to make bigger. And feel free to download these too.

haloreach_environment_environment_concept_05The vista isn’t in the game. Is this New Alexandria in the distance? Perhaps Sword base? Regardless, the ominous clouds tell of the foreboding attack to come. This in and of itself is a great piece of art, never mind that it pertains to Halo.

haloreach_environment_environment_concept_06A scene form the campaign, this could be a representation of several places. It looks similar to a road in the first mission, “Winter Contingency”. It also looks like a road to Sword Base, but with vegetation instead of mostly snow and ice. One thing this concept has that wasn’t in the game at this scene is the darkness and fog. It seems Bungie artists really wanted to convey that something bad was going to happen.

haloreach_environment_environment_concept_07Peaking out high above the invading Covenant army. While this concept is dark as well, it’s discernible what is taking place. With the presence of many purple lights, the Covenant has amassed a massive army with which to destroy Reach.

haloreach_environment_environment_concept_08Another scene from “Winter Contingency”. Once again fog prevails. Add in rain and darkness and you get a sense of a very dismal day. A beautiful piece even in it’s darkness.

haloreach_environment_environment_concept_09

Here we have a concept of what I’m assuming is Sword base. However, the many buildings that stretch out form it do make me think New Alexandria as well. The muted color palette seems to state this is dawn and the sun is starting to crawl it’s way towards the structures.

haloreach_environment_flag_room_by_isaac_hannafordInside the factory on Boneyard. While this space changed in the final version, this piece shows the direction Bungie was going for. Very industrial. This could be any number of manufacturing plants on Earth today. It’s that balance of sci-fi and realism that I love about Halo. It’s something that COULD happen in the future.

haloreach_environment_manassas_by_isaac_hannafordAh, New Alexandria. This many tiered view shows some of the heights that the city reaches to. In the game, this level is much more brightly lit. The sharp lighting on the middle structure is quite deliberate as the artist wants us to focus on that particular area. The many and varied angles might have been lost if not for the expert use of perspective in this piece. Very well done!

haloreach_environment_oni_door_frames_by_ryan_demitaVarious door concepts. These could be anywhere. From Sword Base to New Alexandria and the like. Without color it makes the doors utilitarian. Depending on what color scheme would be added to these, the doors could take on a different look and feel altogether, despite the underlying base art of the structure.

haloreach_environment_outpost_01_by_isaac_hannafordAnother concept of the base at the end of Winter Contingency. This is a good semi-fleshed out concept. Not quite finished, but certainly not a sketch. I wish it were possible to recreate this in Forge. I’m hoping Halo 5’s forge will be extremely robust and will have plenty of varied textured pieces to it, so that something  like the above will be possible.

haloreach_environment_outpost_02_by_isaac_hannafordThe base that might have been. Would this have been the Winter Contingency Base or Sword Base? Looking at the concept, it really could have gone either way. Okay forge fans, let’s see someone make THSI! The art while over all blueish grey has a detail, texture, perspective and shading that is well placed. 

haloreach_environment_outpost_03_by_isaac_hannafordAn early concept of the satellite array. Even though it lacks color, this rendering is able to tell the scale of the parts involved. In art such as this, it’s VERY important to get perspective right. The addition of highlight and shadows in the right places can make a subject leap off a page, so-to-speak.

haloreach_environment_outpost_back_room_01_by_isaac_hannafordThis appears to be a concept for the final room of the Winter Contingency mission. This area was of course heavily changed for the game, though there are still quite a few elements form this concept that made it in.

haloreach_environment_outpost_hallway_01_by_isaac_hannafordA small splash of color as seen in the above concept can really change the feeling of a subject. In the piece above, your eye is drawn more to the warmer colors. It’s as if the artist is saying, go into the hallway beyond, it’s safer there.

haloreach_environment_outpost_radar_01_by_isaac_hannafordThe last concept for part 2 of Reach’s environments shows the satellite dish form different views. The railings on the side view really add to the description of size of the dish. Without those, the dish could have been much smaller. 

Okay, I’d have got this article done sooner, but was pulled away by family to go see a showing of X-Men: Days of Future Past. (I suggest see in it if you’re an X-Men fan. I liked it very much. Oh and be sure to stay ALL the way through the credits…)

Tomorrow (or rather later today), I have the third of the Reach Environment articles posted. Then Saturday, we’ll explore the environments of Halo 4.

-Sal

Halo Concept Art: Halo Reach Environments Part 1 of 3

Today, we explore some of the environments of Reach. As I have nearly 40 concepts to show, I’ve decided to split this up into 3 articles. There is a good mix of campaign and multiplayer environments awaiting! As always click on them to make them MUCH bigger.

Let’s get right to it!

haloreach_environment_anchor

Anchor 9 seen in the campaign mission, “Long Night of Solace.” I know I keep using many of the same words when describing these concepts. The point is, it’s true. Detail is KING is the above concept. There is so much visually to take in with this concept that if you’re looking at it for less than 30 seconds, you’re doing an injustice to yourself. The design, texture, shading, scale and perspective brought together to make this a true work of art.

haloreach_environment_boneyard_by_isaac_hannafordhaloreach_environment_boneyard_undership_by_isaac_hannafordThe campaign and invasion map, “Boneyard” is one of the biggest maps we’ve had in Halo to date. The map itself was somewhat under utilized. As the campaign level, I found myself sticking more to the left (open-cliff side) of the map. As the Invasion map, it was mostly the middle and base side of the map being used. However, there is a LOT more to it. The concepts above show us work areas in varying states of use. The one showing the larger area of the map gives us the overall sense of grandeur that the map has within, while the close-up pic gives us a glimpse of the minute detail Bungie put into it. Both are well done with contrasting highlights and shadows.

haloreach_environment_defiant_concept_1
haloreach_environment_defiant_concept_2The two concepts above are a couple of my more favorite ones from Reach.  So rich in color and texture. Of note, we see that the map originally did NOT have a center floor to it (top pic). This is why that area had low gravity to it. The low gravity remained, while a floor was put in. The bottom pic of the two is just chock full of detail. The space changed very little in it’s base design from what we got in the final, other than adding a partially disassembled Sabre in it. I had LOTS of fun on this map and hope this kind of map returns in Halo 5 Guardians. 

haloreach_environment_defiant_concept_3Glassing at it’s worst. We see first-hand the devastation by the Covenant via the glassing ports of their starships. This is something I wish we would have seen up close, rather than from afar. It certainly had the potential to have us be more emotionally involved in the story. We did get some of this during the campaign, just not enough, IMO. As for the art, striking color contrast between the red/browns and purple make for a very visually compelling rendering. While it’s horrific in the act, there is a strange sense of beauty to the art itself.

haloreach_environment_defiant_concept_4Let this concept sink in for a minute. Do you know where it is? Hint, it’s NOT in the campaign, though it could have been. It’s a part of the Spartan training area on the multiplayer map “Highlands.” What I like about this piece is the mix of natural and man-made elements. The mesh together quite nicely. The overgrowth and damage to the facility adds a whole other level of realism to it. I was happy to have this map in matchmaking. Though, I think I might have preferred this version, versus the cleaner version we got.

haloreach_environment_defiant_concept_5

haloreach_environment_defiant_concept_6Here we have the largest of the Firefight maps for Reach. Unearthed. This industrial mining yard was expansive. I wish Bungie would have map it a multiplayer map as well. The concepts great. The top one being very believable as an actual place. The bottom shows us part of the map that’s out of bounds. Simple in texture, the art still clearly states the size of the map. BTW, it IS possible to get outside of the playable area and see the rest of the map. Has to be done through theater though. If I had a capture device, I’d be able to show you. Hopefully one day, I’ll have that. I’ve wanted to make SO many videos, not just of reach, but Halo 4 as well.

haloreach_environment_environment_concept_01_by_ryan_demitaHere we are at the beginning of the mission, “Tip of the Spear.” This concept is gritty in design and very earthy in texture and color. Note that quick shading techniques were used here to convey shape and size. BTW, did you know that in part of the cut scene for this, you can hear the infamous “Wilhelm” scream? It’s when thee warthog following you, with marines in it, doesn’t make the jump. One of them makes that scream. It’s a great homage to theater of old.

haloreach_environment_environment_concept_02So where is THIS dark place? Could it be the base where we stave off several waves of Covies? The one where we along with Jorge go inside and secure the base and wipe out several Elites at the end of the mission? Whether it is or not, I would have LOVED to have played on this map. I like dark maps in the campaign. It adds suspense. The art above clearly shows that as dusk is giving way to night. 

haloreach_environment_environment_concept_04For the last image in part 1, we have the destruction of the UNSC Navy in space orbiting the planet Reach. When we first saw similar images of this prior to the release of the game, via trailers, we were left to wonder about the Spartan’s voice we heard. In the meantime, we saw the effects of planet-wide devastation at the hands of the Covenant.

Remember Reach!

Tomorrow, we’ll continue with more environments of Reach. After the third part, we’ll switch to environments of Halo 4.

I know I ask this, which means I’m sincere about wanting to know, are you enjoying these concept articles? Anything about them you don’t like? Let me know. Your opinion may help me decide how I write these in the future.

Reply below. If you’re not already registered, it’s FREE to do so. Click on the tab in the main menu to learn how to register as a subscriber to HFFL!

-Sal

Halo Concept Art: Halo 4 Weapons UNSC/Forerunner

Following up on yesterday’s weapons of Reach, we’ll take a look at some of the weapons of the UNSC and Forerunners in Halo 4. I’d suggest pulling up both windows to compare the weapons/art.

First the UNSC weapons:

halo_4_battle_rifle_by_josh_kao
The BR is back! Much to the happiness of fans, 343 put the BR back into Halo. The design is sleek. The cool greys of the art make this weapon feel like a cold hard machine of war.

halo_4_battle-rifle-arctic-skinNew to Halo are weapons skins. Above shows the Arctic weapon skin for the BR. This was available through pre-ordering from Gamestop. It became available through the Halo 4 Game of the Year edition. There were some really great skins to come out of Halo 4. I hope in the next game skins can be recolored as well.

halo_4_bomb_coupling_by_paul_richards
A concept of the nuke and on the underside of the Broadsword.

halo_4_bomb_warhead_sm_by_paul_richardsA more fleshed out and color version of the nuke. There is some good use of shading and highlights here.

halo_4_missle_bomb_01_by_paul_richards
Here are some of the base concepts of the bomb.halo_4_magnum_by_josh_kaoThe magnum’s basic shape hasn’t changed drastically from Reach to Halo 4. It’s still very recognizable as the standard UNSC Magnum.
halo_4_railgun_concept_by_josh_kao
The Railgun is new to Halo, with Halo 4. I like the look of this and the feel of power. It does remind me of some of Bungie’s UNSC ship designs.

halo_4_saw_concept_by_josh_kaoHere we have the SAW. The squad automatic weapon. It looks very much like the old Tommy-guns of the early 20th century.

halo_4_saw_thumbnails_by_josh_kaoConcepts of the SAW. I like the version we got in the final.

halo_4_turret01_by_paul_richards

halo_4_turret02_by_paul_richardsThe auto-turret in Halo 4. This is most prevalent in Dominion. Though not a large shell based turret, it has the look of a Howitzer from the mid-20th century.

From greyscale to color to detailed concepts these show the progression of design and color choice.

Let’s take a look at some Forerunner weapons.

halo_4_forerunner_incineration_cannon_by_josh_kao
The Incineration Cannon, arguably the most powerful handheld weapon in all of Halo, this concept is similar to the in-game version. The addition of red lights into the final version gave it a much more powerful feel.

halo_4_forerunner_m90_mega_cannon_by_albert_ng
This is a beautiful rendering rendering. Not much more I can say about it. I’d love to have this as a print.

halo_4_forerunner_suppressor_by_josh_kaoThe Suppressor is the Forerunner’s Assault Rifle. This design is very futuristic. VERY Forerunner. 

halo_4_light_rifle_concept_by_josh_kaoThe Light Rifle is another of the sleek elongated weapons. I like the design. The thing that is different with this weapon than most others is the hovering scope.

halo_4_scattershot_concept_by_josh_kaoThis is the Forerunner’s rapid fire shotgun. More bulky than other Forerunner weapons, this is a great weapon for up close combat. Now doesn’t this kind of look like the UNSC Infinity with a trigger grip?

halo_4_forerunner_portable_automated_turet_by_albert_ngAnd finally for this article, the Forerunner automated turret. This weapon, while not terribly effective, does keep enemies at bay. That allows you to take down those enemies. It’s a different design and a little bit of a departure from what we know. VERY cool design.

Tomorrow we’ll start to take a look a various concept art from places in Reach. Followed by Halo 4 locations.

-Sal

 

Halo Concept Art: Reach Weapons

This short ride through takes a look at UNSC hand-held as well as larger weapons of Reach. As always, click on pics to make bigger!

haloreach_equipment_unsc_weapons_firearms_assault_rifle_concepts_by_isaac_hannafordThe assault rifle went through several iterations of design before the final was chosen. In the compilation above, we see how much of the same basic shape ws present in most of the designs. As well the top grey/bottom black color palette was used throughout. 

Some of those designs are really pretty cool. One of the more radical designs above would be second column fourth row. Still has the look of an AR, however that lower part is quite a bit different from what we know and is a different color. My favorite of these,not including the in-game model, is in the first column, second row. Very similar to the in-game model, with a few extras.

haloreach_equipment_unsc_weapons_firearms_battle_rifle_concepts_by_isaac_hannafordThe name of this piece includes “battle rifle”. However, we can tell that there is at least one sniper rifle and what looks to be an AR as well. The others did not in fact become the Reach style BR, but rather the DMR (Designated Marksman Rifle).

Note the similarities of each DMR design. There is however just enough redesign of each to differentiate them from one another. Very clean concept work as was the AR graphic above this.

haloreach_equipment_unsc_weapons_firearms_dmr_concept_by_isaac_hannafordHere we have a close-up of one of the DMR concepts. What is decidedly different it the strap. Given that weapons are stowed via magnet, it would have been a little odd to have this strap in the final. Of the art itself, there is a great deal of detail, especially towards the front of the rifle. Once again clean lines, highlight and shadow make for a crisp design.

haloreach_equipment_unsc_weapons_firearms_m6g_magnum_sidearm_by_isaac_hannafordThe Magnum. Simple in color, it still is able to give the sense of power to it.

haloreach_equipment_unsc_weapons_firearms_m41_ssr_mav_aw_by_isaac_hannafordNow this concept of the Rocket Launcher is impressive. The color application, detail and shading really bring this design to life. While some consider the rocket launcher a “noob” weapon, I still see practically everyone use it, LOL. I know it’s saved more more than a few times on the virtual battlefield.

haloreach_equipment_unsc_weapons_firearms_m45_tactical_shotgun_by_isaac_hannaford
Here are a couple of concepts of the shotgun. Essentially the same design, with the main difference being the elongated barrel of the top one. The 3/4 rear view is done with exquisite perspective to it.

haloreach_equipment_unsc_weapons_firearms_m247h_heavy_machine_gun_by_isaac_hannafordThe heavy machine gun up top we know was Jorge’s weapon of choice. This version shows us more of the mechanics of the weapon that we might not have taken time to see while playing the game.
Below that, the Grenade Launcher, itself a new addition to the lexicon of Halo, as of Halo Reach. At first it looks like a sawed off shotgun. The grip/hammer/trigger sections of the Grenade Launcher look to me like something out of the Old West, but modernized.

As you can see from both, Bungie continued to had exceptional concept art.

haloreach_equipment_unsc_weapons_firearms_m319_individual_grenade_launcher_by_isaac_hannafordA closer shot showing the detail of the Grenade Launcher concepts. What really add to these concepts is the subtle texture designs employed throughout the rendering. Scuffed metal near the “hammer” and trigger section, slight mottling of the dark portion of the barrel, as well as patterns on the top and bottom dark grey parts give this a realistic, more “lived in” feel to the concept.

haloreach_equipment_unsc_weapons_firearms_wav_m6_ggnr_by_isaac_hannafordThe Spartan Laser! This weapons saw some redesign. The biggest tell all from early concepts is this color change. While ultimately it went back to it’s normal color, the steel or brushed metal look has a more utilitarian look to it. It’s shape says Spartan Laser, the color does not. I’m glad Bungie stuck with the olive color.

Now let’s move on the large weapons. (Not the hand held kind)

haloreach_equipment_unsc_weapons_platform_m8_automated_defense_system
This sketch is a concept of the automated defense platform that is seen in the massive cave where Halsey’s lab is located at. Even with lines unfinished, there is still plenty of shape to the design. I don’t know about you, but on Legendary, these helped. They might not have killed much, but they did attract the enemy enough for me to take them out.

haloreach_equipment_unsc_weapons_platform_missile_turret_01_by_isaac_hannafordThis missile turret is a very well done piece of art. Simplistic in shape, and even color palette, it’s the highlights and shadows that flesh out the design. I like the addition of the Spartan for scale.

haloreach_equipment_unsc_weapons_platform_vulcan_01_by_isaac_hannafordSimilar to the above in concept and design is the “Vulcan” weapons platform. A large gun mounted on a similar base as the rocket launcher was. As I’ve mentioned before in previous articles, the repeated use of portions of designs shows consistency. It becomes obvious these were made by the same in-game manufacturer. This would be important in a war time setting as likely parts could be swapped out of one platform for another.

haloreach_equipment_unsc_weapons_platform_vulcan_02_by_isaac_hannafordAnother concept of the Vulcan weapons platform. The one above is built for taking down larger craft while this version can take down smaller and likely faster craft.

In the last two concepts of this article we loo at the MAC cannon.
haloreach_equipment_unsc_weapons_platform_mac_cannon_02
We now know that MAC cannons come is many sizes, shapes and of course firepower. They all however have a very similar delivery system for their ammunition. MAC stands for Magnetic Accelerated Cannon. The designs seen here look more like a very large Railgun. Itself a form of MAC cannon. (I wrote an article about the Science of Halo, Fact vs Fiction, regarding real world Railguns vs Halo Railguns. You can read that HERE.)

The art above is so very well done. You can see that it’s still in the concept phase as not all of the lines are clean. however there is enough detail and color to give shape and context to the design.

haloreach_equipment_unsc_weapons_platform_mac_cannon_01_by_isaac_hannafordAnd finally a side view of a concept of the Reach MAC cannon. This designed changed quite a bit into what what would eventually become the in-game version. That one was mounted higher and included a gunner’s station. We first saw this when Emile took the gun and used it to clear a path for Captain Keyes’s pelican. Emile was attacked by a Zealot. While he ultimately perished, due to a fatal stabbing by the Elite with an energy sword through the chest, Emile did manage to kill the Elite. 

As the player, you then were able to mount the platform as make way for the Pillar of Autumn to escape.

Mega Bloks made a building books version of this. Here is my review of that set. You can see for yourself the similarities.

I hope you’ve enjoyed this look at UNSC weapons from Reach. Tomorrow, we will take a look at both UNSC and Forerunner weapons of Halo 4.

If you like what you’ve been seeing and/or reading, let me know. Reply below!

-Sal

Halo Concept Art: Halo 4 Spartan Armor

Hello again folks. This is the second of today’s two concept art articles. Earlier we looked at equipment of Halo 4, no we look at just some of the concept art for multiplayer armor in Halo 4.

Shall we begin?

halo_4_unsc_spartan_armor_scout_by_albert_ngThe Scout. Also known as Commander Sarah Palmer’s armor. The helmet redesign reflects that of the one from Halo 3. These and others to follow that show the armor in orthogonal views give dimension to the art. One thing I remain curious about is the lack of armor around the mid-section. I know 343 said that they reduced the profile of the armor to allow for more realistic movement in game. However, that really seems to leave the character exposed. Still, I’d take this armor over anything currently used in today’s militaries of the world.

Scout armor trivia:
• Did you know that Spartan Jun from Noble team of Halo Reach wore a version of Scout armor?
• It is for that reason above the Palmer chooses to wear Scout armor. It’s an homage to Jun, who recruited her into the Spartan IV program.

halo_4_unsc_spartan_armor_recon_by_albert_ngThe Halo 4 version of the armor does not look much like it’s predecessor, other than the helmet. To be honest, that to me is what makes the armor identifiable.

Recon Armor Trivia:
• I can has Recon? This was a popular saying back in the Halo 3 days.
• The armor wasn’t available for the longest time. It was only for Bungie employees.
• On a rare occasion, they would award it to a gamer for doing something above and beyond.
• Eventually, the armor was made available through Vid-Master Challenges.
• IIRC, well after that, it was finally given away free.
• In Halo 4, Spartan Madsen of Fireteam Majestic wears the Recon armor. He’s a Sniper. Good thing for someone who does recon, eh?

halo_4_unsc_spartan_armor_eva_by_albert_ngThe EVA armor. Again, other than the helmet, the rest of the armor is of a new design. While this helmet reflects that of previous EVA iterations, in-game it has a move tapered visor, rather than the much more rounded version form Halo 3 and Reach.

EVA Armor Trivia:
• Spartan Emile from Noble team in Reach wears a version of EVA armor. However, his has been heavily modified. In fact, he etched in a skull-like visage into the visor to evoke fear in the enemies he faces.

halo_4_skins_pr01_by_paul_richardsFor the first time, we didn’t just have secondary colors that looked about the same for each armor set, we now got “skins”. These specialized skins were aesthetic in nature. However they gave us something to work for while playing Halo 4. In the above a color palette much like Chocolate Mint is shown. That is great use complimentary colors. They contrast well so that we the viewer are able to immediately determine what is the base color of the armor and what is the “skinned” portion of the armor.
Some skins in Halo 4 are fairly tough to get. I’m almost done with commendations, at 97%. And yet, those last few elude me.
Of the skins shown above, I think only one of them or a close variant of it,made it in-game.
The one I liked the best of those above has to be the bottom right. That EOD helmet most definitely says “SKULL” to me!

halo_4_mp_spartan_scanner_helmet_by_kory_lynn_hubbellThe Scanner Helmet. I really like the design of this helmet. In the graphic we get to see what it would look like without the scanner itself. It would have been very cool to have been able to choose if we wanted the visor up or down. Maybe the next game will have choices like that.

Scanner Helmet trivia:
• The Scanner helmet was an exclusive. Due to fan complaints of this, 343 reversed that and made it more readily available to everyone.
• IIRC, the inspiration for this helmet came from Clone Commander Cody in Star Wars Revenge of the Sith.  (Don’t quote me on that though, as I can’t find the source)

halo_4_mp_armors_warmaster_by_kory_lynn_hubbell_and_robo_gaboWar Master Armor. This by far is my favorite helmet design of Halo 4. I’m a HUGE Iron Man fan. This helmet is the closest one to that helmet. Other than just a couple of days ago, I’ve used that helmet in Halo 4 fro well over a year. Why did I change armor? Well, now I’ve gone to an armor set-up that is as close the the new character from Halo5 Guardians. (See below)

My H4 Spartan-H5 Spartan
The only other helmet that I think might be better is the Deadeye helmet. And of course that is the ONLY one I do not have… 🙁

halo_4_mp_armors_soldier_by_kory_lynn_hubbell_and_robo_gaboThis Spartan segues nicely as it uses the same helmet I have from above. It’s the Soldier armor set. Other than the rounded dome, this armor set looks “tough”. The addition of the pouches harkens back a little to Halo CE’s Master Chief.

Soldier Armor Trivia:
• This armor set is used by Spartan Paul DeMarco, Fireteam Majestic’s leader.
• It’s also worn by Spartan Scruggs in the comic book series Halo Escalation. That armor is white primary/yellow secondary

halo_4_mp_armors_orbital_by_kory_lynn_hubbell_and_robo_gaboThe Orbital armor seen above feels and looks more like EVA armor to me. It’s a decent design. Personally, if I had other choices, I’d never wear a helmet that has a large visor. It just hollers out,”SHOOT ME HERE.”

halo_4_mp_armors_infiltrator_by_kory_lynn_hubbell_and_robo_gaboThe Infiltrator armor, the helmet in particular is quite a departure from helmets we’ve seen in the past. While the basic shape is similar, it’s in the faceplate that the difference are the strongest. This is one mean looking Spartan!

halo_4_mp_armors_final_rogue_small_by_kory_lynn_hubbellRogue Armor. (Not Rouge as many people spell it…LOL) This is another design that I liked a lot. Not so much the helmet, but the torso harness as well as the shoulder armor. The skins you get for the shoulders help to make this one stand out.  This is a solid, well designed set of Mjolnir armor.

halo_4_mp_armor_stalker_secondarycolor_by_paul_richardsStalker…wait what? Heh, the name itself has always bothered me. I know what it seems 343 was going for, but that word has a negative connotation to it. Consequently, I never use it. It’s not a bad design, though the flat top of the helmet is really different.

halo_4_165-300x392
And finally a concept of what likely is Gungnir armor. I love the level of detail in this piece.

I hope you’ve enjoyed our little journey into some of the multiplayer armor of Halo 4. If so, let me know by replying below.

Tomorrow, we look at weapon concepts of Reach, then the following day, weapon concepts of Halo 4.

-Sal

Modded Halo 3 Covie vs Covie battles!

Gamecheat13 made this vid of various Covenant vs other Covenant. Stay through the whole vid to see the fun BONUS rounds!

Normally I’m not much of a proponent for modded stuff. This though is FUN!
I wish we, the average gamer, had the ability to do this.

You can find this and more at Gamecheat13’s YouTube channel HERE.

-Sal

Halo Concept Art: Halo 4 Equipment

I had meant to post this on Friday. However, with the exciting news of Halo 5 Guardians, I devoted that whole day to just that topic in a myriad of articles, podcast, etc.

Yesterday I was quite busy, so other than the theory of Halo 5 Guardians, I didn’t have time to get this posted then.

However, here I sit at nearly 3am EST, Sunday. I’m wide awake and ready to go. Now I had said the next concept article would be Halo 4 Equipment and Other Spartan Armor. With there being 24 pics for just the equipment, I decided to split them up.

So without further ado, let’s look at and discuss Halo 4’s concept art of equipment.

halo_4_actives_shield_final_by_kory_lynn_hubbellThe Hard Light Shield. Hard Light itself is not new to Halo. We’ve seen it from the beginning with jackal shields,light bridges and such. This design brings us the Forerunner equivalent to the Jackals shield. Though, I’d say it’s likely better. What I like about this concept is that it most definitely evokes Forerunner design. The upper right conner rendering seems to convey different layers of the shield. The orthogonal views real help in understanding the shape and size of the Hard Light Shield. Good piece of art here.

halo_4_belt_bomb_01_by_paul_richardsWhile this graphic is called “belt bomb” we know that they are really the ability upgrades. In just three colors for each, we get a good sense of depth. I like some of these designs more than others.Notably 2, 8, 11, 13, and 16. The one that stands out the most to me though is 12. Does it or does it not look like a controller?

halo_4_concept_art_by_thomas_scholes_23bNext we have this ammo crate. This is a very detailed concept. I appreciate the dimensions being put in as well. The texture sample boxes show just how much can go into something as simple as an ammo crate. Did you know there is a version of this up for sale soon? Check it out HERE!

halo_4_concept_art_by_thomas_scholes_24bThis piece of art looks strangely like an XBOX 360. Coincidence? LOL The scratched metal adds character to what would have otherwise been a standard green box. Even for a sketch, there is a good amount of detail in here. I’d have loved to have seen this become a Halo 4 XBOX!

halo_4_fr_fusioncoil_final_small_by_kory_lynn_hubbellWe’ve been used to fusion coils in Halo. Now we get to see an amazing design for the Forerunner fusion coil. Both the highlights and shading give the renderings plenty of depth. For me, my eye immediately goes to the blue light though and it’s glow against the coil itself. Excellent design!

halo_4_ordnance_drop_pod_by_josh_kao

Another thing we’ve seen in Halo are ordnance crates. Don’t forget the tube shaped ones in Halo 3 for example. Here we have an ordnance pod that looks designed to mean business!  Basic shapes in this concept coupled with a muted color scheme actually work very well for this piece. It’s a utility device. So as such, does not need to be fancy. This is a well thought out concept.

halo_4_pickup_projector_02b_by_paul_richardsHere are three more fleshed out armor ability attachments. Visually it was important for 343 to be able to differentiate all three styles. Clearly UNSC had to be green/grey, Covenant Purple, and then there the Forerunner attachments. With the Didact’s armor having a lot of silver with orange lights, it made sense to bring that feel to the attachments as well.

halo_4_tortoise_console_by_kory_lynn_hubbellFunny enough, by looking at this piece we see the Mammoth may have been named the Tortoise instead. (I much prefer Mammoth) The consoles within took a little bit of a different shape in the final in-game version. This concept shows well the early concept stage (upper right), more fleshed out designs, and even placement as see at bottom. Note the main pic within has the console being very detailed, while the outer parts are rougher in rendering. This is a good way to direct the viewers eye to specifically where you want them to look.

halo_4_tortoise-ammorack_concepts_by_kory_lynn_hubbellEven the ammo rack had to be designed. Once again, it’s fairly simple in shape and color. The accouterments of the rack are what gives it its detail. Without, this could have been a multitude of things.

halo_4_unsc_communication_tower_by_josh_kaoDid you see these in the game? If not, go check out Spartan Ops Episode 5, Chapter 1 (Spartan Miller). There, your task in part will be to activate and defend these towers. It seems 343 really wanted to show detail in their concepts for equipment. Even with it being mostly shades of cool greys, there is plenty enough detail to convey what this is supposed to be. BTW, if you haven’t ever played or have not played in a long time, Spartan Ops, I suggest going back and doing so. It’s a nice break from matchmaking. The whole 50 missions are like a whole other campaign unto themselves. And if you still need Covenant vehicle kills for Commendations, you can EASILY get them there!

halo_4_unsc_displays_by_albert_ngThis compilation of displays once again goes to show us the amount of detail 343 put into Halo 4. These displays are in many places within both the Campaign and Spartan Ops. A couple of display (not shown here) on the Campaign mission “Composer” are fantastic. They are located in the two-story room just before you have to bring up the shield to stop the Covenant from getting into the hangar bay. Search them out. It’s worth it, IMO!

halo_4_unsc_drop_pod_by_josh_kaoNow these I do not at all recall in the game. What they do look like though are the capsules form the 1960s rockets, when they crash landed in the sea after the missions were complete. While a nice throw-back, I’m glad this wasn’t put in, as we’ve already had much more advanced drop pods in Halo. (Halo 3: ODST anyone?)

halo_4_unsc_forerunner_knight_projection_by_albert_ngA digital concept showing a Promethean Knight on a Holotable. I do hope one day soon holographic technology like this will be real. We’re CLOSE!

halo_4_unsc_fuel_pump_by_albert_ng
I’m not sure where this pump is in the game, though I want to say the multiplayer map Complex. (If I’m wrong, please let me know where this can be found in-game.) As for the art, it’s very simple. In that though, it’s CLEAN. No real stray lines to detract you from the design. With varying shades of grey, we again get the sense of shape and depth to the art, without it having to be full color.

halo_4_unsc_hanger_platform_by_albert_ngRemember that Hangar Bay I mentioned earlier? Well, this is the section where you have to run to to bring up the shields. At the end, there is a column (not shown) by which to bring up the shields. This design brings me back to Star Wars The Empire Strikes Back. Specifically within Cloud City, during the lightsaber fight between Darth Vader and Luke. Yes, that’s an old reference…But I just LOVE those movies!

halo_4_unsc_missile_battery_by_albert_ngNow this is most definitely on Complex, during certain Spartan Ops missions. Good color application brings this to life. The bulkiness of the missile battery give it a sense of power, however, it’s likely they are short range.

halo_4_unsc_powercore_by_kory_lynn_hubbellAnother example of something that can be found in Spartan Ops. In one of the Cauldron missions, you have to protect the marines as well as these power cores. There are only two of them. It’s a fun mission and pretty tough if you go it alone on legendary. I used this mission to get my assassinations of Covies commendation done. Regarding the art, I’m glad that the color version was put in. The other three look a little flat. Yes, there is some shading, but most of it is very dark. Once again, color really helps to show off detail and depth.

halo_4_unsc_powercore-damagestates_nostamp_by_kory_lynn_hubbell
Here’s the follow up that shows the progressive damage the power cores take. Here is where this concept really blows up! Yes, pun intended… The callouts (text around the design) explain the damage well. Good piece of transitional art.

halo_4_unsc_projector01_by_paul_richards
The name of this is a UNSC projector. I’m not quite sure what this means or where it might be in the game. I can only think maybe the holotable or the hologram projection armor ability. Sketches like this represent a brainstorming session. It’s where you have no definitive design choice and just come up with as many different designs as you can quickly. This helps as the people involved, especially those in the decision making, have more things to look at. They may like a piece of one, a part of another, and so on. I’ve done many of these types of things over the years. It’s a very good method to use.halo_4_unsc_props01_by_paul_richards
In the above top, we see a modular temporary base. You can tell it’s modular by the design. It’s something that’s meant to be put up quickly, and/or shuffled around to meet the requirements of the mission. The in-game version can be seen in Spartan Ops. While just grey in color, the line work is enough in the sketch to make out the shapes. Sometimes your line art can stand up to a more colorful design, so long as they are drawn well and not sloppy. This is an example of a well done piece of line art,with a bit of grey added in.

halo_4_unsc_science_lab_large_door_by_albert_ng_01Not quite equipment, but this is the section the above fit into the best. It’s amazing how something as simple as a door can have many compacts of it.All of them are quite good. I think the bottom oat right is my favorite of these. Which one is your favorite of them?

halo_4_unsc_space_station_props_by_albert_ngMore props to fill in a room. It’s these kinds of extras that make a place look more real. Without, you’d have a mostly empty space. The variances as well as similarities tells us that while they may have different uses, they are all of the same design manufacturer.

halo_4_unsc_touch_table_by_albert_ng
And finally, the Holotable. I saved this one for last as I like it the most of all of these in this article. We’ve seen on tv something similar. I think it was CSI: Miami that had one. Though that wasn’t a holotable. It was more of a glorified tablet in table size. This can be seen in both the campaign and Spartan Ops. Sarah Palmer actually damages it in a later episode. Go check it out.

Whew, okay, it took me almost an hour and a half to get this article done. Mostly because I’m feeling a little ill this morning. I found a round steak in our freezer and thawed it to be grilled for dinner. After grilling it and my wife and I ate it, she wanted to know where it came from. I told her…. I shouldn’t have got that steak. Turns out it was one forgotten and was literally 4 YEARS old. Yes, frozen that whole time…But I think that’s why I’m sick this morning…yuck. (It did taste good though).

Later today, I’ll have up the other concept art article on “Other Spartan Armor” of Halo 4. And who knows what else might just pop up.

I hope you’ve enjoyed reading the article and looking at the concept art. Let me know if so by replying below. (Rhyming not intended…)

-Sal

Halo Concept Art: Reach Equipment and Characters

Today we take a peek at some equipment and spartan armor of Halo Reach.

haloreach_equipment_civilian_milling_machines_by_ryan_demitaAbove we see some machinery. You can find the mechanical arm at the bottom, on the last level of the campaign. It’s within the final room just before you climb the ladder to use the MAC canon.

haloreach_equipment_unsc_weapons_explosives_fury_bomb_by_isaac_hannaford
I can really appreciate this piece. The shading is superb and the metallic sheen is near perfect for a piece of concept art.

haloreach_equipment_unsc_armor_mjolnir_parts_powerup_mountVarious equipment packs. If I recall, the one near top right is the M-spec reentry pack.

haloreach_equipment_unsc_armor_mjolnir_full_customization_concepts_by_isaac_hannafordVarious armor sets. The red color of the armor shows some of the differentiation and multiple configurations the Spartan IIIs can have.

haloreach_equipment_unsc_armor_mjolnir_full_markiv_by_isaac_hannaford

A concept showing both the male and female default armor of Noble 6.

haloreach_equipment_unsc_armor_mjolnir_full_spartan_portrait_01_by_isaac_hannafordAnother armor concept. This one makes me think ODST meets Spartan.

haloreach_equipment_unsc_armor_mjolnir_full_spartan_portrait_02_by_isaac_hannafordDefault Noble 6? Some additions.

Often as is shown by the red armor pic and the one immediately above, base models are used which then have layers added to them to create a different effect.

The following are 9 graphics of Spartan helmet concepts.

haloreach_equipment_unsc_armor_mjolnir_helmet_cqb_helmet_by_isaac_hannafordThe CQB helmet of Reach. While this color version didn’t make it in the game, I’m very happy that the helmet itself did.

haloreach_equipment_unsc_armor_mjolnir_helmet_eod_helmet_01_by_isaac_hannafordhaloreach_equipment_unsc_armor_mjolnir_helmet_eod_helmet_02_by_isaac_hannaford.jpghaloreach_equipment_unsc_armor_mjolnir_helmet_eod_helmet_03_by_isaac_hannaford.jpgThe above three show subtle differences in the EOD helmet, most notably the visor.

Any one of those would have been great for the design in-game.

haloreach_equipment_unsc_armor_mjolnir_helmet_gungir_helmet_by_isaac_hannafordHere we have the Gungnir helmet. This is the first Spartan Helmet to feature a near visor-less visage. But for the small eyehole, there is no apparent way by which the Spartan can see out. It’s presumed the helmet has a view screen within that shows the Spartan their surroundings. The design is very cool. Something even more advanced than what we’re used to for Spartans. I am glad however the Bungie stopped at this one and didn’t create anymore without visors. 

haloreach_equipment_unsc_armor_mjolnir_helmet_helmet_by_isaac_hannafordThis looks to be the final concept of the Mark V [b] helmet. here in green, ultimately as we know the default became steel in color. I love the clean lines of this design. It looks completely plausible as a helmet, even in rendered form.

haloreach_equipment_unsc_armor_mjolnir_helmet_helmets_by_isaac_hannafordYou may have likely seen this image before. While some of these designs, didn’t make it into the game, it appears 343 borrowed a couple for Halo 4. The bottom left and bottom right looks similar in concept to the Orbital and Venator helmets, respectively.

haloreach_equipment_unsc_armor_mjolnir_helmet_recon_helmet_by_isaac_hannafordHere the Recon helmet has had a slight redesign from previous game. I like this version a lot. For some reason, that bottom one reminds me of a snake. I can’t quite put my finger on why though.

haloreach_equipment_unsc_armor_mjolnir_helmet_skull_helmet_by_isaac_hannafordAnd finally for this article, we have the HAZOP helmet. HAZOP meaning, hazardous operations. Most people refer to it as the skull helmet though. This was one of my favorite helmet designs of Reach. Now if this had also been combined with the actual skull helmet, it would have been beyond cool.

Once again, this is a little late. Heh, I have to blame my wife on this one…She started playing the Avengers movie right next to me. That made writing this extremely long as I couldn’t help but watch most of the movie as it played. LOL.

Tomorrow we look at some of the Halo 4 counterparts to these concepts.

What was your favorite helmet in Reach and why? Let me know by replying below!

-Sal

Revised Halo Starship comparison poster!

Hot on the heels of this week’s bulletin, I’ve added the Vindication, Poseidon, and Strident class ships to the poster. Click to make poster a lot bigger!!!

StarShip comp 5-14-14_smPlease feel free to download the graphic. If you share it elsewhere, please let people know where you got the graphic from. Post “By Sal Salerno of HaloFanForLife.com” and/or the link back to this article: https://halofanforlife.com/?p=14264 Much appreciated!

-Sal