Born at a very young age, I am a man of mystery and power, whose power is exceeded only by his mystery. B] Am I really supposed to describe myself? How shallow - decide for yourself who I am, because if I could sum up my life in one line I would die of embarrassment. Wait you read all this? Woohooo! My Jedi powers are real! (Unloads multiple buckshot's in the air)
Well. I thought I might give my yet non-existant fans a preview of how the skin is going. The model has been edited by explosivebob89 and will be used for the 'first strike' mod. (Yaay!). As you can see, the grooves in the armour are still not 3d, as well as the air inlets. I'll continue to improve them as I'm able.
Thanks to: explosivebob89, L()KI, Bomb_Tank, and the Awesome Losers Group, of which I am a vigorous member. :D
Ooh nice :)
Thanks! :)
There's a bit of texture stretching at the top of the chassis compared to the sides, and the bolt details on the armour plates are skewing a bit. These are things you'll iron out with practice, so it'll be fine. Do you have the W3D viewer? It'll be helpful when aligning the smaller details, since renx/gmax sometimes shows it inaccurately so that it'll look fine there but different in-game. Before I had it, I'd enter and exit the game a hundred times just to get a line on the texture to align properly.
Don't worry too much about the poly count and focus on making look it good. As long as you're not going overboard, say making a 2000 poly extra smoothe barrel, it'll be fine. For Generals, the number of sub-objects on a unit and the presence of transparent materials contribute to lag waaay before any poly limit is hit. That's from my experience, anyway.
You'll figure it out yourself with practice, man. Good work so far.
Oh, and lol at "Bimb_Tank". Either you mistyped or my evil twin is out there somewhere.
Aww man! Sorry for the spelling mistake. :P LoL. Thanks for the advice aswell dude. I appreciate it. (Particularly the W3D thingy) :)