Let me ask you something, if the techniques im using are getting the results im looking for, then what exactly is the issue?
If for example i was modeling a organic object then yes, higher polygons would be better, but at the moment i would rather get what im learning in the books that i've got down first.
I have actualy invested money into teaching myself this not just looked up tutorials, so do not accuse me of not making an effort.
Using current generation techniques is not the key to "doing a better job" the results are, as far as i am concerned, plane modeling the objects are purely a means to an end, i do use some sub-D but not much, i would rather use what i make with sub-D for example files, not as assets for a mod im working on.
Here's a few renders without the clay lighting.
There are some smoothing issues I need to clean up, as well as one or two non-planars that have escaped me, but those will be cleaned up soon.
Im not getting "mad" at all, My only gripe is that people seem to think because objects can be put into older games, they should which I find to be completely wrong.
There are many games with assets in them that could be supported by older games such as Modern warfare 2, Left 4 dead 1&2, Halo 3& ODST are just some examples.
I have actually put some effort into this project, As you know from our conversation few weeks back, I have actualy invested in a fair bit getting afew books you've suggested and currently have around 1GB worth of text tutorials.
I am currently working on the spartan now, I have a working map prototype, I have scenary and bases with custom particle effects linked to them, So now I want to work on getting a custom spartan biped ingame.
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