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My first vehicle (MRLS) [message #109063] |
Fri, 20 August 2004 12:49 |
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Demolition man
Messages: 670 Registered: February 2003 Location: dutchland
Karma: 0
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Colonel |
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Aircraftkiller | You didn't make that. You don't know the first thing about 3D world space.
| contact me on m$n and i prove it. I got 15 saves from it when i was making it
btw i c this as a complement b/c u say indirect u like it =P
[Updated on: Fri, 20 August 2004 12:52] Report message to a moderator
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My first vehicle (MRLS) [message #109064] |
Fri, 20 August 2004 12:52 |
CnCsoldier08
Messages: 136 Registered: November 2003
Karma: 0
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Recruit |
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Polycount?
If you did make it..you are wasting polygons on the wheels..they don't need to be that round..make them like 12 sided.
WOL:tweekbee
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My first vehicle (MRLS) [message #109116] |
Sat, 21 August 2004 01:00 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
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General (1 Star) |
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If Aircraftkiller is partially right... It is probably is modeled poorly.
If you made it good Job , It looks Excellent. If not ... Lame.
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My first vehicle (MRLS) [message #109122] |
Sat, 21 August 2004 01:55 |
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Demolition man
Messages: 670 Registered: February 2003 Location: dutchland
Karma: 0
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Colonel |
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NeoX | WOP = Waste of Polys
Good model but its not fit to be used in game.
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Why? who said i would use it for renegade?
If I would do it for ren i wouldn't even bother to have an "ïnside"
EX: how u want me to prove it i made it?
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My first vehicle (MRLS) [message #109311] |
Sun, 22 August 2004 05:52 |
Vomancha
Messages: 21 Registered: February 2004
Karma: 0
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Nice Model. My only quam with it is that there should be wheels where the tracks change from the horizontal to being slightly angled. The tension in the tracks between wheels causes them to be angled, they dont just magically angle like your model suggests. Also its not a MRLS, its a MLRS (Multiple Launch Rocket System).
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My first vehicle (MRLS) [message #109702] |
Mon, 23 August 2004 15:23 |
phlakaton
Messages: 124 Registered: May 2004
Karma: 0
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In general it's a good idea to spread the polys out evenly. In this case the headlights are drastically reduced and the wheels are not... I'd find a balance between things like that... small details are not realy needed either... anywhere the texture can do the work you will not need verts.. .excuse me... polys. You guys need to think in terms of how many verticies are being used anyway. Smoothing groups... etc... polys can be used in areas where you are not adding more verts... like the bottoms of objects... you don't really need to delete those. It doesn't matter.
At least that is what all these engineers tell me anymore. HEHE.
Model looks like it's in good proportion. Well done other than balanced vert counts.
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