It looks ok for it's purpose but your Skorbut level looks WAY more interesting :<
(terrible sky)
It looks ok for it's purpose but your Skorbut level looks WAY more interesting :<
(terrible sky)
Looks like urine coming from the window :x
Like an Engine can't be improved, right? IMPOSSIBLE!
fhfghdfghdfg
Warby, gogogogogo!!!
Rim lighting looks to strong imo... but its definitly nice. I'd suggest you increase the contrast of the textures a bit, reduce the rim lighting a little and make the rim lighting a little colored.
Nice... I can't really choose between one and two. Both looks cool. The first one is a nice reference to your previous maps, the second one, well, it looks also nice. ![]()
(Last one sucks... looks like DM-Fearless :>)
Holy shit! Awesomeness... and actually I do like the brown with the green spots >_>
I like it! But... not sure if its the lighting or the texture itself but the asphalt doesn't really differ from the mud.
Quote from CorwinThere seems to be 2 movies in the making based on this game actually: http://www.payneandredemption.com/
That's pretty fucking awesome!
I once was in a mod with a 3d realms developer...
...he was kinda inactive ![]()
Yes. Doesn't work. ![]()
No, you just render the lighting (or was it shadow?) map via the render to texture function... it works with Max 7.
(Sorry if my advices are kinda stupid, I haven't done this in months :/).
Render an Ambient Occlusion map (lighttracer), make a cavity map out of the normal (sorry I don't have the link atm :/) and make a few base textures from photos. The paint, overlay, ... the way you like.
Or don't listen to what I say and take a look at this: http://forums.cgsociety.org/showthread.php?t=373024
Quote from ^SlickI've found it to horrible, its incredibly buggy and even decides to change your gamma settings on your desktop, at least the last version did. Also I hate the red builder brush thingy, and the way that things sometimes come off the grid.
I do like the lighting preview though.
1.) Unrealed.exe -nogamma
2.) buggy as in Unreal2 Unrealed? Then yes ofc, but UT2004's Unrealed is quite stable unless you link shaders to itself, move subtracted verteces on (subtraced) verteces, cut sheets, ... No sane person would need that though (jk
)
3.) You can shift-right click (iirc) a off grid vertex to get in on the grid again...
4.) There is no lighting preview, its the final lighting.
True, I didn't saw it that way. Thanks. ![]()