Quote from buddy the designerThis white pipe/chimney thing doesn't make sense (on the brighter building)
now that you mention it..
lol
unless they have a smokey secret underground facility where they burn puppies and kitties
Quote from buddy the designerThis white pipe/chimney thing doesn't make sense (on the brighter building)
now that you mention it..
lol
unless they have a smokey secret underground facility where they burn puppies and kitties
WHOAAAAAAAAA I OWNED source and i know how to import models to dod!! weeeeeeeee... Here are my 2 first models in dod.
[Blocked Image: http://img513.imageshack.us/img513/9956/valve0i3ygmak1tt3.jpg]
well well well, i know... the texture behind the fan need a env_cubemap, but im not perfect!! ![]()
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those are not really lookin' ww2 !
Quote from buddy the designerthose are not really lookin' ww2 !
resistance fall of mannn
oh , nononono its not for dod, i just want to see the models in the new source ( dod, ep1 )
Quote from SnipaMastanow that you mention it..
lol
unless they have a smokey secret underground facility where they burn puppies and kitties
Just puppies.
I like kitties ![]()
![]()
me too
i dont know why i said that.
in fact my cat is sleeping on my room as i type..
hihi
lemme pet himm
brb
ihihi
he made that little sound when they wake up startled
lol
![]()
i like puppies, kitties and ratties. burn children instead
Quote from SnipaMastaFor the Game Artist competition:[Blocked Image: http://img68.imageshack.us/img68/3928/rtsmine2pq7.jpg]
It's on a 1024X512. Any suggestions for stuff to add (I still haveUV space and 300 polys left) are appreciated
More dirt! You can use my photo as reference:
[Blocked Image: http://www.hip-hop.pl/ustawki/galerie/1149493713399.jpg]
DIRT DIRT DIRT!
[Blocked Image: http://img120.imageshack.us/img120/2803/testrc9.jpg]
(Test in S2 Engine, without shadows for some reason)
(And it doesn't support proper alpha maps)
Seir, uh, you're telling me to make it more grungey, right?
But it's for a rts game no ?
How does it look like from a more upper view ?
Grungey = dirty
. I can't do anything about the windows though. Windows all look the same when they are the same, and there's no way to avoid that.
Grungey + RTS style shot (I think - I haven't seen or played an RTS in ages)
[Blocked Image: http://img514.imageshack.us/img514/1263/rtsshothb2.jpg]
Looks nice !
Sir, I have some questions !
Hmm..
First, for your windows, you just create plane near the wall and apply the texture on it ? Or did you cut the wall where there are windows ?
And next, you have only one texture for your model, but a wall texture just use a part of your entire texture.. How do you make it tile that right ?
Do you cut the wall and apply the texture on every poly, and adjust UV's, or there is an other way to set the tiling over a selected part of the texture ?
Windows sure to be plane's near wall, same for all decals.
He could have stripes of textures on 1024x512 (no need for cutting polygons then) or align square polygons onto small uv space, manually or with use of Face mapping.
As Buddy said, yes, they are just planes put slightly (0.1 grid units in Max) above the surface, as are the leaking dirt parts under the roof.
The walls are done by taking a single plane mapped to a 2 X 1 section of my UV map (like a 256X128 section of it) and then duplicating that and cutting it to create the structure. It was very annoying.
[Blocked Image: http://img225.imageshack.us/img225/2599/texalignqs9.jpg]
Wooh, you could just use Face mapping ![]()
Face Mapping ?
Thanks for your answers !
I were asking for the windows, because I'v worked on some ps2 project, and maybe because of the engine, making windows the way you do may create some.. clipping problems, when we look at them from somewhere far away of the model...
I have no idea what Face mapping is ![]()
Aniki, I think Iknow what you mean - but it doesn't happen in the engine I'm testing it in.
Something different, anyway;
[Blocked Image: http://img143.imageshack.us/img143/1673/sledgeyfl0.jpg]
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