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#1 |
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Banned
![]() Join Date: Jan 2006
Posts: 1,214
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Having a go at a static house, i think its to scale. i may or may not make it destructable.. im not really sure how to do it, also im not sure if i have to add anything to make the ladder useable.
the windows will be an alpha texture, not filled in like it is. i used the FFD tool to make the edges look a bit more wobbly. You can go inside of it but im not sure if i have to make furniture or do it seperatly for a mapper to add. ![]() its only 1190 triangles so far, im a bit of a perfectionist in moddeling, i don't think any poly's are being wasted. based of this. ![]() ![]()
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Last edited by mrmong; 03-21-2007 at 06:07 PM..
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#2 |
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nice work, although I am not sure on the furniture.
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#3 |
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Very good, now you need some textures.
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#4 |
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Banned
![]() Join Date: Jan 2006
Posts: 1,214
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yeah, i just UV mapped most of it, are 1024/1024 texture sheets okay.
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#5 |
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Retired PR Developer
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good model. realtime statics for big enviroments are usually textured using layered 'pallettes' nowadays instead of individual textures per object. have a look at the stock bf2 textures, posts/tuts on bfeditor.org & at this tutorial for info- http://synthesisgraphics.com/tutoria...aticmeshes.htm
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#6 |
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PR Mapper Team
![]() Join Date: Jun 2006
Location: Brazil
Posts: 1,621
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Very nice, make the furniture separete, so mappers can use the same house with diferent furniture aspects
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#7 |
![]() Join Date: Jun 2006
Posts: 396
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I don't think pillars would be that common, especially in rural areas. Keep up the good work.
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#8 | |
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Banned
![]() Join Date: Jan 2006
Posts: 1,214
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Quote:
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#9 |
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Banned
![]() Join Date: Jan 2006
Posts: 1,214
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i added the spiky things
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#10 |
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do the spikes as a flat whole thing, with transparent textures, to save polygones
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| Tags |
| afghan, house, model, render |
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