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Posts posted by CaptainChar
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thanks ash, I dont think i'll be tweaking the size to much though, im just planning on adding the generations scafolding, but I want it to be at the ideal hight for the robot can still melee you while your on it
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i'd just need even a static model thats to scale, just so I know what im working with
but alpha, etc works, just so i can tweak the stage sizes if needed
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so roughly 600 polys it should be when im done, I might even redo the barrel with less segments so its only a 12 sided cylinder instead of a 24 sided, the detail reduction wouldnt really be that noticable since its going to have a plastic look to it anyways the gun is currently 622 polys so it might be a little less then 600 when done, look at dreamcast models, its still rather high poly since most character models on that system were around 1k
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trigger nuked, rendor colour changed.
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personally, I can barely see this, I disabled the background
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Noticed a slight Whoops on the model:
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on a revisit on this thread, i didnt realize you used the concept version, thats "way past cool" sorry but its dam interesting to see that this is the prototype/original I cant wait to see it in action though
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yeah, no idea how to shape that without that yet, working on it though
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yeah I noticed that, its a cone, so i gotta either delete it and make a new one thats just 1 segment, or mod the existing one, the trigger loops? i have No idea what your talking about tbh, but im appreciating the feedback since how the hell else am I gunna learn?
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u gotta capture that awesome clanking sound it made when u shot it lol. looks like badassedness. specially for yer first
got my original right here for that, that heavy trigger sound was classic, im also just mapping it in my mind, im just using 3d max as if it was GTK, so my mapping knowlage, is basicly 3D knowlage in general
the actual firing sound will be the either the ship firing sound from defender, or the super smash bros 64 raygun sound sfx. both are retro sounding and powerful at the same time
692 is the final polycount with more segments removed >.>; I should have seen each "box" as a "brush" per say
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Removed the segments, dropped the polycount down to 760-720 polys
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Ash, you model dam fast you know that, maybe you should be the blue blurr of modelling
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whats sleep?
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a good example of what Crimson says is some of the mods around FF7, I can remember when shit hit the fan over szico's mods and I dont remember whos mod actually got shut down, I think it was almighty_gir's stuff at one time. but some companies will hold these IP's for a trump card, rule of thumb is just email anyways, only reason i have Konami, Nintendo, Sega, and capcom on my email list
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although, the redhead has a nice face >.>;
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for possibly the only time in existance, I agree, the guild was meh to begin with
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is there a fix for the q3map2 for 32-bit OS Szico? (I know most use 64, some machines im forced to use 32, eg my laptop)
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never played any of the Crysis games
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interesting model, kinda reminds me of robocop but more steamlined
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umm not yet, i need to remember how to edit segments again, lol
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Christopher lee was the handler if the red bull in the movie if I recall, sure its before my time, but its a good animation movie.
anyways back to the gun, if I remove the segments it'll lower the polycount, then I can start learning the UV map, at lease with this model its not much needed, so the learning process should be easy
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the ROQ video maker should support images as the source or an AVI, at least the program i used was like that
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ive only ever done one ROQ video with reasonable quality, the gun barrel sequence for my Goldeneye mod
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that harpy is from the movie, the last unicorn
and street, I already got that from Inyri, but thanks for your time
Menu modding
in Mod Requests & Suggestions
Posted
Is there any menu modding tutorials out there, if not could someone possibly make one that has some images to it, since visual aid is prefered method to learning, thank you all for your time