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[FUN] Taliban Mule
Posted: 2009-11-14 14:55
by Snork_SVK
The Tr00p3r today we wrote and we had such an interesting and funny idea... so I hastily made for about an hour in 3D Max... Perhaps it will amuse you while truth might be usable as a mobile box for ammunition ... or static object in the map ... but I was bored so I killed the piece of time because nothing serious...
Vehicle version
3280 Tri-Counts, 1906 Polygons

Re: [FUN] Taliban Mule
Posted: 2009-11-14 15:01
by Rhino
Trooper really needs to smooth his work as he models...
And its not possible to have it moving in a realistic fashion, unless maybe if it was a player model you just might... but I very much doubt it...
Re: [FUN] Taliban Mule
Posted: 2009-11-14 16:51
by Himalde
OK, I need one medic, one AR and one Supply Mule, the rest goes whatever you want.
Re: [FUN] Taliban Mule
Posted: 2009-11-14 17:26
by BloodBane611
Even if it never goes ingame, that's good fun. Pop it into some afghanistan maps for screenies, it'll be worth a laugh or two!
Re: [FUN] Taliban Mule
Posted: 2009-11-14 21:29
by H.sta
our clan would love it, if you are willing to give it to us, so that we can use it in private please PM me
we would love it, please *on knees begging*
Re: [FUN] Taliban Mule
Posted: 2009-11-14 21:34
by Sgt_Doctor
Ahahaha ! Awesome. :')
Re: [FUN] Taliban Mule
Posted: 2009-11-14 21:55
by Redfox
Well this is how it looks when my people have nothing to do. Well what to do I have to give them more work like I see btw gj boys

Re: [FUN] Taliban Mule
Posted: 2009-11-14 22:12
by Wilkinson
Lawl. Make it dead and we can skin a dead mule
Re: [FUN] Taliban Mule
Posted: 2009-11-14 23:24
by MonkeySoldier
[R-DEV]Rhino wrote:Trooper really needs to smooth his work as he models...
And its not possible to have it moving in a realistic fashion, unless maybe if it was a player model you just might... but I very much doubt it...
Perhaps as a new commander vehicle?

Re: [FUN] Taliban Mule
Posted: 2009-11-15 00:33
by Snork_SVK
Here is dead Mule

texture hides edges...
Near 3000 Tri-Counts
Re: [FUN] Taliban Mule
Posted: 2009-11-15 01:19
by Tim270
mmmm insides..
You could get rid of most of its 'insides' not really worth the extra polys there.
Re: [FUN] Taliban Mule
Posted: 2009-11-15 01:26
by Amok@ndy
[R-DEV]Rhino wrote:And its not possible to have it moving in a realistic fashion, unless maybe if it was a player model you just might... but I very much doubt it...
so anyone has to play the mule ?
@snork: i think mules have bigger ears

Re: [FUN] Taliban Mule
Posted: 2009-11-15 02:13
by Snork_SVK
Amok@ndy wrote:so anyone has to play the mule ?
@snork: i think mules have bigger ears
I don't have mule at home

ears is bigger and reduced polygons to 1105 and 2035 triconouts

Re: [FUN] Taliban Mule
Posted: 2009-11-15 07:03
by Rudd
epic

Re: [FUN] Taliban Mule
Posted: 2009-11-15 07:22
by galeknight1
It's amazing you guys can model so fast you have time for awesome things like this

Re: [FUN] Taliban Mule
Posted: 2009-11-16 15:38
by Redamare
HAHAHa omg i LOVE IT ^_^ ahah wow i saw that im like ... Genious

ahah hmmm actuialy i think you should purpose making a Vehicle version with one or two shot kill ability

lol like imagine on korengall valley.. you ride ur mule up the hill for extra ammo then it gets shot

and you see it bleed all over the place ^_^ nice work for an hour or twos work

Re: [FUN] Taliban Mule
Posted: 2009-11-20 01:11
by =(DK)=stoffen_tacticalsup
Deployable ammo mule of techies anyone???
Re: [FUN] Taliban Mule
Posted: 2009-11-20 01:51
by Wilkinson
Snork_SVK wrote:I don't have mule at home

ears is bigger and reduced polygons to 1105 and 2035 triconouts

Snork. Smooth the model a bit and send er my way. I can UVMap and Texture it eventually

Re: [FUN] Taliban Mule
Posted: 2009-11-22 12:47
by Madhouse
What about a Bear...

Re: [FUN] Taliban Mule
Posted: 2009-11-30 17:21
by D4rkS7der
Hi, I smoothed and UV mapped the mule
