We tried to keep them as close as possible to the original ones ;)
We tried to keep them as close as possible to the original ones ;)
A bit too much noise and gringe going on the texture, i mean it just came out of the warfactory why would it be so dammaged already and a bit way too many bolts on it if you can fix it up a bit it would be much better, just take a look at the rhino tank you guys did and you will see what i'm talking about but other then that it's looking not bad.
Try using snaps, never use boolean for "game" oriented models, always center your objects to the middle hence use snaps, oh btw don't use that mirroring tool on the top bar, its very bad in max basically its scaling your object in a negative value which means your normals are flipped and your axies are f*cked; you can use the mirror tool in the modifier list or the symmetry one.
it looks ok, what really sucks is that you guys loose the awesomeness with the textures you make that the concept art has in the first place.
Looks pretty cool the hands pop tho :P
We haven't even got to the effects yet we are still working on everything else atm. Effects will be part of the last things that we will be doing.
This track is actually very good, I can't stop listing to it lol
I can actually post them up if you want the fully housecolored units
I know that it's WIP i can read, you don't have to state it another two times i have no idea were you got the idea that i was stating that they were final models, its just when someone says "Optimisation + Interior Cockpit: Bernhard Raml" it gives me the impression that that is more or less on how the final model without textures will look which is why i stated that before. Anyway i don't want to start a war with you or anything was just stating my opinion that's all; good luck with your mod and hopefully we will be seeing some "finalized" and completely finished models/textures.
Sorry i posted under you, this wasn't directed at you
Models look OK, however in my opinion they aren't up to Crysis standards you could have pushed them much more; they look too simple, something that older engines in older games could use, if i were you i would put much more details into them plus watch your smoothing groups some look really horrible. Ingame shot looks promising though, keep it up.
LoL i can't man too busy with school and already working on several other projects atm
lol Renegades HUD is such crap... I love the new HUD guys nice job :)
Hmm the image is so small i can't really give you any feedback or even comment on it, i mean why render or re-size it to so small when you cant even see what you intended to show. Anyway i see some bad seems better fix your UVW map.
You cant model objects like that, just by sticking a sphere into a cylinder is the worst way you can model a water bottle :/
The basic scanline renderer in 3ds max, i just rendered out also as separate layers that i composed in photoshop: z depth + specular + reflective map + One clay render that i used as a ambient occlusion.
Found the 5 on this one too, that one detail took me a while to find lol
Lol yeah i know there isn't much to comment really but like i said i got really bored :P
Its really nice but the voices are horrible :P
Looking good guys, love the massive tank combats
Rofl its not Crysis either
The menu is pretty cool, however the animations as stated previously are quite bad TBH everything just looks so stiff anyway i also wanted to mention that i don't really like the maps its well done and all but i find everything is too crowded on screen, you have way too many things going on at once, its nice to have details but when you have too much stuff going on its too much for the eye especially when the trees and grass are animated as well anyway that's just my point of view.
LoL it took you hours to do the threads??? rofl
You could of made them in literally in 2 mins...
The design looks nice though
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