[Vehicle]Tigre UHT/HAP [WIP]

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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by AnRK »

Don't apologise, people are just a bit weary of people posting stuff like that in their first post cos of what's happened before. Looks cool though.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by marcoelnk »

what does a wireframe actually proof ? just wondering ...
Image
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by ice_killer »

[R-CON]Mescaldrav wrote:I am suspicious.....
i was first :mrgreen:
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by ice_killer »

Kane3013 wrote:Ohh I see. Im sorry if I cause a lot of misunderstanding. I made the model a long time ago. Its been sitting there in the PC. I thought since I already made it, might as well I post this somewhere on the net. I've have used 3ds max for 4-5 years already and since I saw MGS4 and Gears of War renders on cgsociety.org, my blood was boiling again :-D but nowadays I probably won't have time BF2ing and probably can do weekend projects only. I started modding bf2 because I love the game and I wanted to use it as a portfolio for my future endevours. I've done a couple of vehicles and weapons already (all for my own playing pleasure :p , when you have a life crisis, you know you got a lot of time)

Anyway this the wireframe you all asked

[ATTACH]2555[/ATTACH]

p/s: I think theres a couple of models I ripted-off from bf2 like the seats and stingers ATAL but hey I made these for my own pleasure :p . You guys can do whatever you want with the max files I gave as long as you credit me :D

Again sorry if there are any misunderstanding/inconvinience

aint a wire frame thats a sketch
this is a wireframe :
Image
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
Kane3013
Posts: 13
Joined: 2008-12-31 10:09

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by Kane3013 »

aint a wire frame thats a sketch
this is a wireframe :
I knew someone gonna asked something like this,
here the another wire for you wirephilia :p

[ATTACH]2556[/ATTACH]
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Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by Drav »

no good for PR, far too high poly.....youd have to optimise it a LOT
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by ice_killer »

Kane3013 wrote:I knew someone gonna asked something like this,
here the another wire for you wirephilia :p

[ATTACH]2556[/ATTACH]
use less way to high poly
max traingle count is 6000
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
Kane3013
Posts: 13
Joined: 2008-12-31 10:09

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by Kane3013 »

Yea, the poly count is nearly doubles the accepted count. By the time I finished modelling and texturing the polycount was over 12k. :o I was so caught up with putting the model into the game I forgot to check the polycount. :shock: but I think I have to redo the model. You guys can use the parts of the heli like the missiles, the pods or the osiris, rotor blades. Just butcher the models. :twisted:
gumball
Posts: 331
Joined: 2007-03-19 01:12

Re: [Vehicle]Tigre UHT/HAP [WIP]

Post by gumball »

[R-CON]marcoelnk wrote:what does a wireframe actually proof ? just wondering ...
It shows the poly's of the model which then could be compared to a different model, for example from turbo squid, to see if it was copied or not
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