Tom's 3dsMAX Tutorial Thread (Image Heavy)

Information and tutorials related to modding BF2.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by lucky.BOY »

Pics are gone, and a strange login prompt pops up? I was looking for that image on optimizing cylinders and spheres and its gone :,-(
Raphavenger
Posts: 637
Joined: 2014-04-05 19:11

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by Raphavenger »

me too...
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by anantdeathhawk »

When you model a vehicle for PR, what should be the dimensions of the grid?
should it be realistic like in meters?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by Rhino »

you should model it in a realistic size with metric meters yes :)
Image
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by anantdeathhawk »

Thanks, started working on a vehicle today. :grin:
I'll showcase it when it's half done(i mean just the rendered greyish model).
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by Rhino »

Sounds good, although you may want to make a WIP topic in the community modding forums and show your progress so you can get some feedback on it. Nothing worse than finishing a model then find out you have done something wrong which will not make it work on the BF2 engine without a lot of rework.
Image
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by anantdeathhawk »

will do, as i have concerns regarding its movable elements.Before posting,i would only be doing the basic static elements like undetailed body,etc. :)
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