[Blocked Image: http://www.st0lve.net/pictures/rm31.jpg]
Oh noes, its modified abit, but I do not care...
~700 polys
UPDATED NEW MAPS:
Skin it D:!!!11
And I sux ![]()
[Blocked Image: http://www.st0lve.net/pictures/rm31.jpg]
Oh noes, its modified abit, but I do not care...
~700 polys
UPDATED NEW MAPS:
Skin it D:!!!11
And I sux ![]()
lol stolve u rock
pretty cool. Good to see you getting back into modeling ![]()
The poly distribution could be a tad better, like the "handle" hasn't too much polies, but the trigger guard has this little extrusion that's not too noticable (hope that's a word - if not, put "visible" in there). I'd say either make the handle/grip (whatever this is called) have more polies or reduce them on the trigger guard, next time.
Well and you said the Uv could be better, anyways, so whatever ![]()
my wip..
[Blocked Image: http://www.katy-fan.de/sgwip.jpg]
the barrel needs a lesser structure (?) and have to be more shiny
When you have finished the maps (if you ever do
), send them to me as .bmp's, and I'll get it compiled for TS..
Mind if I post your WIP on the TS forums?
looks nice, but the tail looks very gay
(use more polys there)
Won't be seen ingame stupid >_>
*updated*
Oh noes, I am reworking the maps since they are to stretched and stuff ![]()
But send the maps anyway ![]()
UPDATED NEW MAPS:
Nevermind, these are quite fucked aswell.
I give up.
when youre making your maps, put this texture on your object so you can easily see stretching and tile errors:
[Blocked Image: http://ol.the650.org/models/circlecheck3.jpg]
I use checkers, same thing.
But there is something fucked with the layout of the maps, some shitty stuff due some errors and such.
ol is pro gam.. modeler.
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