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Posted By Nusirilo On 15-03-2006 | Views: 2,399 Replies: 5
Forum: Finished Work
Well, we do have poly limits, and that factors in, but to be honest, I actually had a different design idea in for the scope (because there was no scope on the original model of the weapon, no doubt...
Posted By Nusirilo On 15-03-2006 | Views: 2,399 Replies: 5
Forum: Finished Work
Well, working off of concept art and the image of the original weapon (from one of the Jedi Knight games), these are actually the proportions of the weapon. Where would you say is the boxy area?
...
Posted By Nusirilo On 15-03-2006 | Views: 2,399 Replies: 5
Forum: Finished Work
Well, although I can't reveal quite a few of my models because of my work on a Star Wars mod for Battlefield 2 (http://firststrike.totalbf2.com/), this is one of the weapons we have revealed in an...
Posted By Nusirilo On 10-02-2006 | Views: 1,594 Replies: 3
K, I lowered it and it works well for some things, but bevel is sometimes a pest, eh? I mean, you use it on geometry that is even a little unusual and it makes a bunch of little messes.
Posted By Nusirilo On 10-02-2006 | Views: 1,594 Replies: 3
Yet another problem from me :) For some reason, almost always when I use the bevel tool, it creates really weird geometry instead of just beveling the edges. Here is an example of what bevel on...
Posted By Nusirilo On 06-02-2006 | Views: 1,487 Replies: 4
Yea, I know the shortcut for snap to grid, and I know how to straighten vertexes with the scale tool, but I prefer using snap to grid, as it makes them completely and absolutely straight. However,...
Posted By Nusirilo On 06-02-2006 | Views: 1,487 Replies: 4
I have two questions about snapping to ask you guys. Firstly, for some reason, whenever I now use snap to grid, it will snap the vertexes to the grid, but it won't bring them in line with each other,...
Posted By Nusirilo On 16-01-2006 | Views: 1,930 Replies: 9
Well, I'm basically done with the model, except for the fact that the head isn't merged. It's not being used for a game anymore, as I will have to actually create a model like DJBlazer was talking...
Posted By Nusirilo On 12-01-2006 | Views: 1,930 Replies: 9
Polygon limit for what? And yea, smoothing does seem to use way too many polygons, which sucks, since it makes it easier to achieve the effect that I was looking for.
Posted By Nusirilo On 12-01-2006 | Views: 1,930 Replies: 9
Ok, if you meant that smoothing would make it a heck of a lot harder to reduce polygons, then you were right. I converted the entire model, with a helmet, back to polygons and the PC was basically...
Showing results 1 to 10 of 121