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Empires Glory


Slawter500

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Get postin'....suddenly spam seems rather appealing.

 

I'd say it's different for different people. Scripting to modelling...L33'll probably find scripting harder than modelling whereas Pronam obviously finds scripting easier.

 

Anyway I had something to say but forgot....

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Scripting isn't my best part, Argomirr is probably better. Quests and AI, those are my skill. That sometimes so happens to involve scripting, sometimes a little more ;D. Things are always combined, L33 is good in creating swords. That's both modeling and texturing. I wish I could do those, I can only retexture and a tiny bit of remodeling.
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Grats on becoming premium Pronam!!

 

New Screenies :D

 

- Eternal Glory this turned out completely awesome :D

 

- Bone Cleaver- perfect and would probably make a great addition to the necromancy part of the mod :D i think there is a part like that right?? XD

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Grats on becoming premium Pronam!!

 

New Screenies :D

 

- Eternal Glory this turned out completely awesome :D

 

- Bone Cleaver- perfect and would probably make a great addition to the necromancy part of the mod :D i think there is a part like that right?? XD

 

Those are some pretty awesome swords (and axes) :D, but the Eternal Glory on the blade looks a little out of place. Otherwise it all looks awesome.

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L33, it seems you have grown in textures since you last came asking for help ;) I wonder, what size are the textures? Some look a little jarring with resolution (but that could just be normal maps.) Nice weapon models too. I been getting into modelling more and more (mostly complex stuff like new architecture, statues, and high-poly plants and trees.) I have made some new architecture for EG but some of the houses have an extremely high poly count. I might use them for EG, with screens shown first too see.

 

Status update: The area above sea-level for the Open Arch world is nearing completion (97%) Once I generate LOD and maybe touch up a few things, screens will definately follow. I put a lot of work into the world making it as detailed as possible (600+ objects percell and a few cells have over 1000 objects but their mainly plants and various fungi and whatnot) so I think it should greatly impress. Once I finish, I will have to start cluttering below sea level. Everything is hand-placed with a few cells generated but greatly improved upon. Once I get too that, I will post as many screens as I can then package all my assets into one .rar file for use.

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