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  3. kleinluka

Posts by kleinluka

  • mod thoughts

    • kleinluka
    • April 2, 2006 at 5:27 PM
    Quote from Pericolos0

    Still waiting for a coop mod where you are either chuck norris, maguyver or steven segall. Each with their own special powers, fighting horders of german speaking terrorists

    OMFG lets do it!!!!!!!!!!! best mod idea evr~~~~~~~~~~~~~~~~~~~~~~~~~

  • Post Your Pic Extravaganza 2006 ~~!

    • kleinluka
    • April 2, 2006 at 4:30 AM

    i want that car!

  • Tree 01

    • kleinluka
    • April 1, 2006 at 9:38 PM

    very nice trees!!! gj

  • 20D! YAY!.. and birds.

    • kleinluka
    • April 1, 2006 at 9:33 AM
    Quote from Bic-B@ll

    they're called cardinals, fool

    [Blocked Image: http://img82.imageshack.us/img82/7040/owlorly9di4mb.jpg]

  • custom vents being made! need ideas

    • kleinluka
    • April 1, 2006 at 5:58 AM
    Quote from Rick_D

    I'd consider modelling the insides, why not, not too many polies and it'd be a nice touch of detail.

    i think that'd be way over the top and too wasteful. It's a vent. How often are you gonn get so close to a vent that you would notice whether or not the inside is fully 3D? I'd just model it like a box and do the rest with textures.

  • 20D! YAY!.. and birds.

    • kleinluka
    • April 1, 2006 at 5:39 AM

    i saw one of those red birds in the tree outside my livingroom window 2 weeks ago... they look awesome....all red and glowy and stuff *pets birdy~~*

  • Video help

    • kleinluka
    • March 31, 2006 at 6:42 PM

    Camtasia FTW!

  • Image Leeching and You

    • kleinluka
    • March 31, 2006 at 5:04 AM

    If you do that again at least make sure its a worksafe image and doesn't fuck up the entire forum, or we will take YOUR soul.

  • Studio 1

    • kleinluka
    • March 30, 2006 at 7:44 AM

    GO, FERRET!

  • Idiot Proof Normal Mapping

    • kleinluka
    • March 29, 2006 at 3:14 AM

    i guess he means the height (greyscale) map that is used to convert the image into a normalmap..

    btw peris remove that sig...

  • digital painting.

    • kleinluka
    • March 27, 2006 at 5:52 PM
    Quote from SinisterSquirrel

    orly?It's still a WIP for crying out loud... it's not supposed to be a damn Picasso.

    What kind of feedback do you expect when posting an early shot like this? It's a WIP forum, the whole point of this forum is that when you post something people can give crits.

  • WIP in WIP, post your level screenshots!

    • kleinluka
    • March 27, 2006 at 8:24 AM
    Quote from Mazy

    Looks good Oski, maybe making it a tinniewinnie bit brighter would be nice. Seems just tiny notch too dark imo, but thats the aim I assume

    Keep in mind the picture is against a bright background.... If you try setting it to full-screen or against a black background it looks great. So it's probably fine in game.

  • WIP in WIP, post your level screenshots!

    • kleinluka
    • March 27, 2006 at 6:41 AM

    That is reallly great looking Oski. More pics !

  • Palm skin

    • kleinluka
    • March 26, 2006 at 11:17 AM

    like with anything it's just a matter of practice and actually sitting down and doing it.... its the only way you will get fluent with the different ways of approaching certain situations and solving them.

  • Palm skin

    • kleinluka
    • March 25, 2006 at 5:35 PM
    Quote from Zacker

    Interesting, at SoW it is almost only the modellers who do the unwrapping. I kinda expected that to be natural as unwrapping is done in a modelling program which our skinners don't dare to touch. Thanks for the advice, I will have a talk with skinners about if they maybe should check it out.

    It can be boring yeah. But its part of the job. And in most if not all professional environments it is the texture artist who does the unwrapping job. After all, he's the one who is going to have to texture the object. So he should decide which parts should take up how much space in the UV, or which parts he wants to stitch together for better blending etc... Yeah you work in a modeling program, but that's how it works. Talk to your artists It will help them in the long run.

  • Palm skin

    • kleinluka
    • March 25, 2006 at 4:36 PM

    Well as texture artist you should create your own Unwrap so you can create it to suit your exact needs. A modeler shouldn't have to do this... I used to have modelers do my UVs too but that was because I was too lazy to learn uvw mapping...now that I do it everyday I can do whatever I want and don't have to rely and wait on the modeler to do changes to my Unwrap anymore.

    It's really not that hard.

    Quote from Zacker

    And yes 512^2 could be "enough", but that is not enough for us:)

    Well, essentially that is what you are using RIGHT NOW. If you deleted all the duplicated parts and rotated the other pieces so they are right underneath you would probably end up with a 512 and NO or VERY LITTLE loss of detail. Right now you are using a 1024x1024 but you don't benefit from it at all because 80% of it is wasted space. It's like you made it high-res for the sake of....making it high-res.

  • Ham And Jam

    • kleinluka
    • March 25, 2006 at 4:30 PM

    Looks promising !

  • Palm skin

    • kleinluka
    • March 24, 2006 at 1:47 PM

    Wasteful. Why did you create the same leaf texture 4 times??? Make it once and then have the other leaves in the mesh use the same part of the UV. When you do that I'd also suggest tiling the bark texture horizontally instead of vertically ... This way you can save tons of space in the texture....

    The current image size is 800x800. Make sure you use powers of 2. a 512 for a palm tree should be enough.

  • WIP in WIP, post your level screenshots!

    • kleinluka
    • March 23, 2006 at 5:45 PM

    keep it constructive people.....

  • Carry the duck

    • kleinluka
    • March 23, 2006 at 2:04 PM

    perry bible > *

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