[W.I.P]Grasslands[W.I.P]

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
McFarlane





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Post by McFarlane »

Well...
I'm bout to go start up on the electric rifle.
And using the ref from machopengin.
BTW: Be happy Tack, I'm on aim...
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McFarlane





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Post by McFarlane »

I'm got through those dumb errors with one tiny scrafice.
But I made up more renders :D
But these build got deleted anyways :(
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OxYgEn





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Post by OxYgEn »

man, this looks really cool...it's definately a new type of map if you ask me.
Animated Sig and over 3 lines of text. Read the rules before reposting.
McFarlane





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Post by McFarlane »

Somehow I got degenerate triangle and tool never told me about.
Anyways, look beta #3 is done.
Error report:
Grenade tube is not visible on fp but I found out where to put it to show up.
And the road texture don't work.

screen shots:
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Katarn





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Post by Katarn »

[XBOX]BigAFair wrote: Image
you are so retarded (not really) why do you need so many segments for a cube with some internals? Remove those segments immediately i say!
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
machopenguin001




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Post by machopenguin001 »

You know what 3ds max needs? A polygon unifier. To cut down on polys. You know, you could select say 10 faces (all on one side of building i.e. flat) then select unify and they would turn into one face.
Good bye. So long. I hope we never meet again. F u halomods.com
Katarn





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Post by Katarn »

its called welding or removing, try editable poly.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
Sonictag




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Post by Sonictag »

Just use optimization modifier, works good on things like that.
McFarlane





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Post by McFarlane »

I'm deleting that building anyways.
I'm already done replacing it :roll:
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OxYgEn





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Post by OxYgEn »

wow, everything looks good...i'd have to agree with katarn though.
Animated Sig and over 3 lines of text. Read the rules before reposting.
McFarlane





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Post by McFarlane »

Ya, but I got a tiny error with some "hidden" room that wasn't supposed to be their, so I'm replacing it with a nice little structure like they got in the map, accention :)
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McFarlane





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Post by McFarlane »

I might be out for a while maybe 3 days because I gotta make sigs if I wanna help halomods win the sig contest.
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McFarlane





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Post by McFarlane »

.:BUMP:.
The map was remade and it a great thing, the remade one is much better and I made a turrent :D
Pics soon.
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hitmanbob





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Post by hitmanbob »

yay, finally more info
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SnaFuBAR





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Post by SnaFuBAR »

do you mean turret? i hope the buildings have far less poly's than originally lol. i hope we see some renders soon.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
McFarlane





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Post by McFarlane »

SnaFuBAR wrote:do you mean turret? i hope the buildings have far less poly's than originally lol. i hope we see some renders soon.
Yes, poly count is alot lower.
I'll prove with wireframe renders soon.
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McFarlane





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Post by McFarlane »

I finished my weapons, and the map is ownage.
Try to support :)
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SnaFuBAR





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Post by SnaFuBAR »

heh, i'll support it when i see some sick renders! lol :wink:
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
McFarlane





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Post by McFarlane »

Error report:
The turrent ain't working (IDK what the true problem is yet)

Ok then, some in-game shots and soon, beta2 renders 5x better than these pics.
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Beta2 renders very soon.
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McFarlane





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Post by McFarlane »

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