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Old 09-03-2006, 11:51 AM   #111 (permalink)
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Very nice indeed, but i was wondering, didn't you used to much polys in the middle part ?
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Old 09-06-2006, 11:48 AM   #112 (permalink)
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I Could really do with some help when it comes to setting up nice lighting for renders, any offers?





*random question* when i try to use the render to texture option in max, max scripts just spits errors at me and little dialog boxes appear one after the other, each with a different error message . im on max 7.
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Old 09-06-2006, 06:24 PM   #113 (permalink)
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got it in-game
http://img.photobucket.com/albums/v6...e/bovgame2.jpg
http://img.photobucket.com/albums/v6...e/bovgame3.jpg
http://img.photobucket.com/albums/v6...e/bovgame1.jpg
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Old 09-07-2006, 01:14 AM   #114 (permalink)
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Quote:
Originally Posted by reeke
I Could really do with some help when it comes to setting up nice lighting for renders, any offers?

IMAGES

*random question* when i try to use the render to texture option in max, max scripts just spits errors at me and little dialog boxes appear one after the other, each with a different error message . im on max 7.
The modeling looks great, no crits there. But the blade-texture looks weird. how can metal be cracked like that? especially the blade of the sword that should bear great forces. Personaly i would like to keep that clean instead of eroded...
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Old 09-07-2006, 03:44 AM   #115 (permalink)
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Basically im making a pair of swords, one "good" and one "evil". this is the evil one. when im done with it, those cracks will be glowing red in-game hopfully.
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Old 09-08-2006, 11:27 AM   #116 (permalink)
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The second of the pair of swords
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Old 09-08-2006, 04:35 PM   #117 (permalink)
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Yet another rifle in production for the USMC Upgrade package I'm working on, really starting to have enough of the perticular one as the reciever is proving to be real tricky to get right.

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Old 09-08-2006, 06:26 PM   #118 (permalink)
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I love the bipod on the rifle it looks real, great work on the texture
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Old 09-08-2006, 06:40 PM   #119 (permalink)
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Hehe...that's one of 2 parts on this rifle that I can't take credit for unfortunately. Bipod and scope are original gamecontent that I have extracted and imported to 3dsm.
Generally I make everything myself but this is a rush project that I jumped into late, all character models are already done but needed some new rifles that I volounteered to make.

I'm however seriously thinking about remaking the meshes for both the scope and bipod and make them lower in polys, right now those 2 parts have a combined polygon count of 3220 (that's over half of my budget) It's mainly the scope that eat a heap of polys as it's a cylinder with 24 sides and modeled as a continous mesh.
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Old 09-09-2006, 12:39 PM   #120 (permalink)
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with a little help from zortech...
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Last edited by swartsz; 09-09-2006 at 12:41 PM.
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