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#11 |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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It looks awesome!
-REad |
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#12 |
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PR Developer
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very nice!
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#13 |
![]() Join Date: Jun 2008
Posts: 814
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Looks good, hope it all works out.
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#14 |
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PR:BF2 Contributor
![]() Join Date: May 2007
Posts: 132
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Is there something wrong with this hierarchy? When I hit export it doesn't make any files in the folder. Doesn't even give any messages.
![]() I followed this tutorial, but there's no images so I don't know if I got it right Gmax - Exporting a weapon [Very image heavy!] - Official BF Editor Forums |
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#15 |
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PR Coder Team
![]() Join Date: Mar 2006
Location: Cambridge, UK
Posts: 3,752
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- Remove the lod1 dummy from the geom0.
- Rename the lod1 under geom1 to lod0. |
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#16 |
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PR:BF2 Contributor
![]() Join Date: May 2007
Posts: 132
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#17 |
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PR Developer
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lol I'd really appreciate it if you learned how to animate, but otherwise just send me the complete exported file and I'll take care of it. (after you finish the skin that is)
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#18 |
![]() Join Date: Jun 2008
Posts: 814
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Wow, nice.
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#19 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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just get a thinner wire on it, and get it on the right spot and Ill be very happy to marry you
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#20 |
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PR Coder Team
![]() Join Date: Mar 2006
Location: Cambridge, UK
Posts: 3,752
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You'll eventually need to make LODs for it (at least for 3p)
When you're completely done with the model and UVs, clone it a few times (make sure it's a copy, not instance), and start removing polys. The multires modifier is very good for reducing poly count in a sane way, although for the lower lods you may well want to edit them a bit afterwards. You should give it 2 or 3 LODs, with the last ideally somewhere around 10% of the original poly count. |
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| Tags |
| flare, m49a1, surface, trip, weapon, wip |
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