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BFME2: Shogun


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#21 |MeMw|KingDuku

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Posted 11 February 2006 - 10:21 PM

made in renx if i had to guess
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#22 Mathijs

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Posted 11 February 2006 - 10:27 PM

Its not made in RenX, I am quite sure it was 3dsmax.

No fuel left for the pilgrims


#23 {EoW}Tmistro

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Posted 11 February 2006 - 10:50 PM

It was made in 3dsmax and isnt 3dsmax very expensive?

#24 Hostile

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Posted 11 February 2006 - 11:13 PM

Don't question my team. Of course it's done in 3d max. ^_^

#25 ambershee

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Posted 12 February 2006 - 03:54 AM

Not bad :rolleyes:

And who'd be foolish enough to use RenX - where's the normal mapping feature - speaking of which, you really should to the higher poly model first and then simplify; you get a better normal map that way; unless you're not going to map your models that is..

#26 Mathijs

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Posted 12 February 2006 - 09:50 AM

Well those who can't afford 3dsmax..

No fuel left for the pilgrims


#27 ched

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Posted 12 February 2006 - 11:34 AM

*cough*crackit*cough*
Software is like sex; it's better when it's free ~Linus Torvald

#28 {EoW}Tmistro

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Posted 12 February 2006 - 12:17 PM

you can get a trial ?

Edited by {EoW}Tmistro, 12 February 2006 - 12:18 PM.


#29 Mullers_11

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Posted 12 February 2006 - 12:35 PM

You can't get a trial, but crack it :rolleyes:

Edited by Mullers_11, 12 February 2006 - 12:39 PM.

Retired


#30 ched

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Posted 12 February 2006 - 12:40 PM

trial !
Software is like sex; it's better when it's free ~Linus Torvald

#31 {EoW}Tmistro

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Posted 12 February 2006 - 12:45 PM

Hehe nice one ched

#32 thursti

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Posted 21 February 2006 - 11:59 AM

haha lol

#33 Bebbe

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Posted 21 February 2006 - 05:14 PM

I'm sorry ,, but i don't get it

#34 Hostile

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Posted 21 February 2006 - 10:39 PM

Back on topic, the samurai is almost finished being mapped, so for a change our skinners will actually have a blank UVmap to paint onto.

#35 Hostile

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Posted 27 February 2006 - 03:22 AM

Samurai is mapped except for the armor upgrades. So don't think we've fortten this project, it's just modders take time to set the foundations.

We're close to our first mapped unit. Than the skinning starts. We are uvmapping total custom models for this. Mapping totaly unique infantry units takes alot of time as I'm sure Kelso knows.

#36 Kelso

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Posted 27 February 2006 - 07:15 AM

I actually recently got a program that greatly reduces the time it takes to make a map for infantry models.
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#37 Nertea

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Posted 27 February 2006 - 08:47 AM

I'd actually disagree... it's unwrapping buildings that takes a long time. I can completely remap a BFME infantry model in around an hour (infact, that's what I've been doing for the last half hour :lol:)... at this level of detail it's quite fast and simple. Unwrapping my own scratchbuilt stuff is easier - there's none of these wierd polygon structures that EA uses lying around.

Keslo: I had that program back when it used to be free... too bad it's now priced. :lol:

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#38 Kelso

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Posted 27 February 2006 - 07:29 PM

Indeed it is.

And I personally don't even use it for mapping buildings, I can do that within Max itself. I guess its just what you do more of. :lol:
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#39 Mathijs

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Posted 01 March 2006 - 11:30 AM

I'll do it. I agreed to skinning stuff from time to time for you guys didn't I? :blush: I'll see what I can do, add me on msn. ffx_matias@hotmail.com

No fuel left for the pilgrims


#40 Menace2k3

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Posted 03 March 2006 - 03:57 AM

Oh man, its been a year + since I posted here at revora.. anyways, its good to see hostile up and kicking butt on another project. Matias, I think you'll do fine with the skin. And from what people tell me, your the best around. I tested the maps myself and tweaked them for quick and easey skins. Im really looking foward to your skin :p




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