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Status Updates posted by Sithspecter
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Thanks, and I appreciate your vote of confidence in me.
I was pretty surprised at how quickly it happened. One day I just sent a message about the possibility, and the next day I'm a moderator.
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That's the best thing about KotOR, isn't it? You can't very well look at the models and skins closely so you can't tell the difference.
Sure, let me write something up. It's really not too hard.
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Well, is a text tutorial that includes a man sized box for scaling your area to, but don't start work on the model till you know what size it's going to be. Also, some video tutorials are availible here(Scroll down the page till you find Quanon's post with Part 1, Part 2, .etc.
I'll always be glad to help you out if you need to know any methods or techniques for area modeling.
Glad to see someone new that's interested in modeling areas.
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Well, it's generally a good idea to make a sketch of the top view of the area and plan it out a little bit. I'm not really a good example of this because I just go and start modeling, but it really helps sometimes. Another thing to do is to take a hard look at existing areas and see how they're composed. Doing this has completely changed my outlook on video games. I was playing Call of Duty 4 with a couple of friends, and I was sitting around examining textures and talking about tree models
Anyway, I'm glad to see that you're getting into the area modeling business.
SS
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What's this?!
"I know some handy tricks, that'll save you some time and won't make you pull your haer out in disspear and frustration."
Secrets you haven't told me!?
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Actually, I'd really like to do that... What I meant though is that it'd be pretty hard to top this one.
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Actually, this would be the first time I've heard of a TARDIS or Doctor Who... But, I'll read up on the subject...
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Ah, mainly lots of frustration. I've been spending hours trying to fix my stupid Mando helmet.
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All of them? I don't think so. Mainly what I have done in the past to get it to work is break the models into the sections that will allow for simple UV mapping. Complex mapping and detaching UV vertices seem to be a problem. But sometimes, you just have to do what works, because it works.
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Are you running it in 64 bit? From what I understand, that could be the problem. Quanon was having issues in 64 bit.
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Back up with a new Squadron Legacy chapter! I'll be catching up with your fics shortly.