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Posted: 20 Jun 2007, 09:07
by yuritch
Pressure Line wrote:If you dont know what whis is... well lol @ u :)
That should be a V1 cruise missile, right?
Posted: 20 Jun 2007, 09:44
by AF
A person with only mspaint experience +s3o, can pwn a person with photoshop experience +3do.
3do is there for backwards compatability, its not intended to br used as the primary format even though some mdos do use it that way.
s3o is quicker, more powerful, easier to use, and has far greater potential. The modelling and texturing skills you learn in s3o such as uv mapping can be applied in other formats whereas 3do is a dead end.
Posted: 20 Jun 2007, 13:29
by Peet
AF wrote:A person with only mspaint experience +s3o, can pwn a person with photoshop experience +3do.
Exaggerating a bit...compare simbase to EE

Posted: 20 Jun 2007, 13:30
by Neddie
Peet wrote:AF wrote:A person with only mspaint experience +s3o, can pwn a person with photoshop experience +3do.
Exaggerating a bit...compare simbase to EE

Why the change in handle?
Posted: 20 Jun 2007, 13:39
by Peet
50m3 0f u5 3v3n7t411y 7ir3 0f b3ing 0mg ub3r 1337
Posted: 20 Jun 2007, 13:47
by Pressure Line
yuritch wrote:Pressure Line wrote:If you dont know what whis is... well lol @ u :)
That should be a V1 cruise missile, right?
correct :D
not textured, just block coloured
Posted: 20 Jun 2007, 13:53
by KDR_11k
You knwo what that polygonal mess is? That was my first model. Made in MED, that's a crappy poly-by-poly program that came with a "make games yourself" package. It's textured with MS paint. And it's UV mapped. Badly (but back then we only had planar projection, none of this fancy pants autoUV stuff) but still. Making models only for a week and texturing them with MS paint is no excuse for not using UV mapping. You said you're using those bevels to add contrast lines. On s3o you simply PAINT those lines! You don't add bevels where they don't belong.
Posted: 20 Jun 2007, 14:00
by Pressure Line
my primary project is TA based, so im using the TA textures. the S44 models will be uvmapped s3o models.
and everyone stop derailing this thread. go debate the pros and cons of 3do and s3o modeling somewhere else. or start posting your wips.
Posted: 20 Jun 2007, 14:29
by Neddie
Peet wrote:50m3 0f u5 3v3n7t411y 7ir3 0f b3ing 0mg ub3r 1337
Some of us never got into that fad.
Posted: 20 Jun 2007, 17:23
by smoth
AF wrote:A person with only mspaint experience +s3o, can pwn a person with photoshop experience +3do.
ORLY?

Posted: 20 Jun 2007, 19:57
by Snipawolf
GG
Posted: 20 Jun 2007, 20:09
by Dragon45
smoth, what you're pointing out comes down to a difference between unit makers' experience and dedication. just cuz you'r good at 3do builder + manual faces doesnt mean its better
s3o + uv mapping is a modern, efficient way of makign things. texxing something in 3do builder and getting it just right takes ages, especially on models with 500+ faces. Heck, I remember that spend an hour retexxing a 100face model simply because i wanted to see it with a diff color scheme! if i could edit the UV map itself, that would have been a dream... sigh...
Posted: 20 Jun 2007, 20:39
by rattle
He's good at making UV mapped models too.
Posted: 20 Jun 2007, 20:59
by Dragon45
never said he wasnt, fyi. lurn 2 read.
yuo lack ---> :idea:
Posted: 20 Jun 2007, 22:13
by smoth
http://cs.selu.edu/~ssmith/gallery/main ... _itemId=11
^I used planar mapping only for this entire gallery, I wish I still had pics of my quake 1 work.
the point was that af said:
A person with only mspaint experience +s3o
can pwn a person with photoshop experience +3do.
hence the pics.. I sincerely doubt a ms paint job can beat those.
Posted: 20 Jun 2007, 22:27
by Neddie
At least, not in a reasonable time frame.
Posted: 20 Jun 2007, 22:37
by smoth
only rowan "sumaleth" crawford could.
Posted: 21 Jun 2007, 04:24
by FLOZi
Falalalala....
*spiked butchers my family*
Posted: 21 Jun 2007, 09:51
by Zenka
sweet flozi
Posted: 21 Jun 2007, 10:19
by Pressure Line