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Member Since 26 Sep 2005
Offline Last Active Dec 28 2009 01:34 AM

Topics I've Started

Big Update

05 November 2006 - 08:00 PM

At last, update!

This has been put on hold for some time now, mainly because of me... :thumbsupsmiley: But anyway, now it's here.
I won't hold you guys any longer, just head over here and post your comments on the new renders.

Have a great day!
// The BFME+ crew


Nightmare's 1 year Anniversary

26 September 2006 - 12:58 PM

;) Ok, I've been hanging around here for a year now... Time for some celebration! ^_^

*happy anniversary to meee, happy anniversary to meeeeee etc etc* ;)


Water in well

11 September 2006 - 08:37 PM

Well, I've made this well model... And I've played around with all kinds of ARGS and settings and shit to get the water moving in the right "floaty" way... But with no real succes... :)

I've managed to create something like it, but it just doesn't look good enough... It doesn't float, it just, moves... :p

Sooo, my question would be:

Does anyone around here know the right settings and ARGS you need to get the right movement for the water? Help would be awfully nice... Thanks.

Nightmare's stuff

03 August 2006 - 08:03 PM

I just realized that I've never posted any of my models/skins here...
So, I thought I'd start doing so now... ;)

Well, here goes nothing...

Attached File  orchelmets01.jpg   34.6KB   171 downloads

It's 9 different orc helmets, all done from scratch.
You might notice that they look weird in some places, and that's because the smooth-tool didn't wanna cover them... :p Especially the last one looks pretty crappy... But hopefully it won't look too bad ingame...

Note that Tomat made the models for the last 5 helmets for me shortly before he retired, credits too him...
I've done all the skins though.

Well T3A, what do you think? ;) Am I a good enough skinner/modeler? :dry:

The Smooth-thingy in gmax/renX

03 August 2006 - 06:12 PM

Well, it's a great help in making low-poly models looking less... low poly... ;)

But, for some reason it doesn't always affect all the vertexes in a model. So some vertexes get all smooth and nice but some others still look very sharp and low-polyish. :dry:

Does anyone have any sort of solution for this? :p