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> Unnamed Castle, ...I´m working on, too...
Valiant
post Sep 30 2007, 07:02 PM
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3ds Max Mage
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Hi all smile.gif

This is just a short rendershot of a castle I´m currently working on. Logically I can´t work only on one project, so I´m working on two, hehe... One project would be boring.

I guess Sir-Kill will recognize - yeah, good old Anvli castle from Oblivion. But, to make it look suitable for IE, it needed to be reworked. Shell comes very handy, also converting Mesh to Polygon (...built -in meshsmooth...). And some imagination. This is just the first tower, more will come in time...

Enjoy.

EDIT: Typos...

Attached File  ACTower.jpg ( 96.69k ) Number of downloads: 57


This post has been edited by Valiant: Sep 30 2007, 07:07 PM


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Valiant

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Sir-Kill
post Sep 30 2007, 08:57 PM
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consiglieri
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built in mesh smooth?
are you using the normal bump maps?
when converting from mesh to poly how do you get rid of the extra faces (triangles) is it done manually?

This post has been edited by Sir-Kill: Sep 30 2007, 08:58 PM


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Valiant
post Sep 30 2007, 09:00 PM
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3ds Max Mage
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1) No. Replaced original editable mesh with editable polygon due to built-in meshsmooth function, and for reducing face and vertice count. Extra faces are reduced automatically AFAIK, or at least I didn´t have any problems with. Usually I convert ed-mesh to ed-poly, then use Shell modificator and them collapse stack back to ed-poly...

2)Yes.

This post has been edited by Valiant: Sep 30 2007, 09:02 PM


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Valiant

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Valiant
post Oct 5 2007, 04:06 PM
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Part 1 + 2:

Attached File  Part1_2.jpg ( 135.26k ) Number of downloads: 39


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Valiant

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Valiant
post Oct 7 2007, 12:00 PM
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Parts 1 + 2 revisited. Now using BG2 roof together with normal maps, thanks to Sir-Kill, hehe...smile.gif

Attached File  Part1_2_BGroof.jpg ( 135.57k ) Number of downloads: 47


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salomonkane
post May 1 2013, 10:16 AM
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Hey Valiant/Sir-Kill, if sometime you're are coming around ...
About :
QUOTE
But, to make it look suitable for IE, it needed to be reworked.

I would be very interested about some tips concerning this customization Infinity Engine assets criteria (texturing, palets ...) in a 3d pipeline creation (for Tileset, Characters, Area painting, etc .) ...
T.Y. .

This post has been edited by salomonkane: May 1 2013, 10:22 AM


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