Hi guys,
I'm working on new project. It's new city for MM2 called Nitra. It's city where I live. You can see it also on google maps
https://maps.google.com/?ie=UTF8&ll=48.3 ... 8&t=h&z=14
I've also made it an hudmap:
Hope you like it
Nitra
New city based on city where I live :D
- chris534mm2
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Lol, well mine were made. But they were never finished. Is that any better?
Good luck with this!
Good luck with this!
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- Silent1Unknown
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Nice intentions. The map looks simple and do-able. I like the river! Knowing you and your expertise, I think you'll get it done. Good luck.
The hudmap looks like it was drawn by hand. I could show you how to make more smooth lines. Do you use Photoshop or Paint.NET?
The hudmap looks like it was drawn by hand. I could show you how to make more smooth lines. Do you use Photoshop or Paint.NET?
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- Franch88
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Sounds really nice, from the map it would look interesting, good luck with it. The map can be drawn better, though.
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- CarLuver69
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LOL, I think you were inspired to do this because I did the same thing - make a hud map first! USING MM2 COLORS!
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- Kluvo2
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Ok, I started modeling. I've finished main street:
Do you think, that these intersections will work? I use them in ring-road:
And CarLuver, I wasn't inspired by you, I've already been planning Paris with this style of hudmap. This hudmap was already finished I like this style of hudmap
And I've made an loading screen:
Hope you like it
Do you think, that these intersections will work? I use them in ring-road:
And CarLuver, I wasn't inspired by you, I've already been planning Paris with this style of hudmap. This hudmap was already finished I like this style of hudmap
And I've made an loading screen:
Hope you like it
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Very good modeling so far, but an in-game try of what you've done so far is worth, to see if those intersections work without problems. Nice looking vehicle showcase, ok use the game style, but that car and the blurring effect ruins it IMO; you could put the map instead of the car, and put the city name too.
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Your sidewalks aren't made properly. Remember, # of outer vertices = # of inner vertices. Just throwing that out there.
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