Hi to all our Greek friends!
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06-28-2005, 02:28 PM,
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Quote:Originally posted by toyotaTRD Thanks man, I've replied to your email and updated the news item on the front page. If ever there was a place for that smiley... that would be it 3DS is quite counter-intuitive, isn't it? Took me a while to figure out the basics. Getting back into the CS after eight months was a whole other matter though... a day or two and it felt like I had never put it down. Perhaps, then, it would be a good idea to write the English information so that it isn't time-sensitive? Broad, general descriptions of your goals and aspirations for the Guild, and things like that. Information that doesn't need updating very often. Just an idea. Can you share any details about the mods you have planned?
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-29-2005, 12:12 PM,
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til now i'm planning a couple of quests. they're about finding lost artifacts. nothing special... i do them to practise the 3dsmax modeling. I would like to create a house or a plantation, but it's too complex for me
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06-29-2005, 12:20 PM,
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Quote:Originally posted by toyotaTRD Sounds cool. Perhaps it would be easier to create a house if one created the base component self and then used Oblivion components for the details. For example you could whip up a basic house with four walls and holes for a door and some holes for windows. Then you could use premade doors, doorjambs and windows from Oblivion to decorate it with. So it'd look good and original at the same tame. Just an idea I had. Looking forward to seeing your work
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-30-2005, 08:33 AM,
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yeah, i's a good idea for a noob like me! I'll try many new things when oblivion is in stores. For now I'm experimenting with the CS III.
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