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Messages - mopskind

Pages: 1 ... 24 25 [26]
376
Modding / Re: [WIP] Jagdtiger Model
« on: 16-11-2009, 23:11:18 »
Lets try this again

377
Modding / Re: [WIP] Jagdtiger Model
« on: 16-11-2009, 22:11:21 »
Hi again, found some time to work on my model again, big thanks for the tutorials and advices!! I could reduce the face count to 3620 faces (7240 polygons?). I still need to work on some details, specially around the cannon, but i think its nearly finished.

Comments and critiques are welcome!

1. http://img689.imageshack.us/img689/1952/67888166.jpg

2. http://img29.imageshack.us/img29/5864/neuebitmaph.jpg

3. http://img35.imageshack.us/img35/7305/neuebitmap3u.jpg
Cheers

378
Modding / Re: [WIP] Jagdtiger Model
« on: 15-11-2009, 13:11:55 »
Me iz german too- feel free to post them, probably you can adopt a lot of things to blender

379
Modding / Re: [WIP] Jagdtiger Model
« on: 14-11-2009, 19:11:24 »
Ah thanks that helps alot :) only feel sorry for the hard work on the big wheels :D ill dig in some more in the whole "smoothin" thing- ill post my progress in the next days

380
Modding / Re: [WIP] Jagdtiger Model
« on: 14-11-2009, 17:11:33 »
Hm i dont understand the texturing with alpha level- should i completely remove the first and last wheels or only the details?? And Krätzer, what wo you remove/scale down/whatever? Im open to suggestions (not sure about the cannon and the covering parts for example, but its shape is very unique so i need that much vertices to have a correct form i guess9

381
Modding / [WIP] Jagdtiger Model
« on: 14-11-2009, 17:11:32 »
Hi everyone. I followed the Jagdtiger Thread in Suggestion Forum and was motivated to model a bit on my own. Well, modeling a big Tank is really not easy if its the first model eva, but i think i did well so far. Now my problem is the Polygone count (i think in blender [cant afford 3ds max ;)] they are called faces). There are still a lot of details missing, and i am over 7800 polygones yet (see red circle at image). Maybe someone has some advice where i could reduce the polygons, cause except for the wheels maybe i tried to keep the structure as simple as possible.
Comments would be very welcome, but please keep in mind that i am a newb at modeling :) 

(dont know how to put the images directly into my post, so just the links)

1. http://img24.imageshack.us/img24/7886/neuebitmapea.jpg

2. http://img690.imageshack.us/img690/5010/neue2.jpg

Cheers

382
General Discussion / Re: Battlefield 3
« on: 30-08-2009, 23:08:25 »
How about the CryEngine 2 ? The Editor seems very powerful and userfriendly- it also supports big battles in the open with 64+ players- this would certainly be a big step. Would that be possible?

383
FH2 Help / Support / Physical Dump Error
« on: 29-08-2009, 21:08:16 »
Hey Guys,

just had this bluescreen problem with fh2 and bf2 for a few days- everytime i try to start the game a bluescreen appears " Now Dumping Physical Memory". It really sucks Monkey Balls! Would be really great if someone would know a solution or a hint that could help- by the way i cant reinstall because my installion disk is about 400 km away right now -.-.

My Notebook Specs:

Vista Home Premium 32 Bit, Intel Core 2 Duo 2.00 Ghz, 3 GB RAM, 128 MB Nvidia Onboard Graphic

Thanks for any Suggestions!

384
Suggestions / Re: Handbrakes?
« on: 01-06-2009, 23:06:02 »
Okay thanks for the answers ;)

385
Suggestions / Handbrakes?
« on: 31-05-2009, 21:05:16 »
Hello everyone,

this is my first post but i have been looking round here quite some time ;) I just wanted to suggest something that annoys me since day one of battlefield. Would it be possible to add some kind of Handbrake to all tanks, movable AT Guns and so on?? Its quite hard to aim on long distances if your vehicle doesnt stay still on hillsides and so on..

Greetings

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