1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. ng.aniki

Posts by ng.aniki

  • The random model thread!

    • ng.aniki
    • August 12, 2007 at 11:45 PM

    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 ?

  • The random model thread!

    • ng.aniki
    • August 12, 2007 at 8:41 PM

    But it's for a rts game no ?

    How does it look like from a more upper view ?

  • Unwrap UVW and modifing editable poly

    • ng.aniki
    • August 12, 2007 at 5:50 PM

    Or, just apply UV's (collapse the stack), delete what you want, and recreate your uvw modifier.

  • Post your room pic extravaganza 2007!!!~

    • ng.aniki
    • August 10, 2007 at 6:28 PM

    Nice hula hoop !

  • Bad Ass Weapon poll

    • ng.aniki
    • August 7, 2007 at 7:46 PM
    Quote from Warby

    mine has 1x128x128 defuse, 1x128x128 normal and 1x128x128 selfillu= 3x128x128 texture sheets in ONE material no need to disqualify me

    Your textures look.. strange (Interesting I mean !)

    Can you post pics of them ?

  • Bad Ass Weapon poll

    • ng.aniki
    • August 6, 2007 at 5:26 PM

    Could you add mine ?

    The server where pictures were hosted is dead since 3 days...

    Re-uploaded it here:

    http://www.ng-aniki.be/images/portfolio ... ainsaw.jpg

    ps: Warby wrote "3x128 defuse normal selfillu"

    I don't know, does it means 3x128x[difuse,normal,selfillu] or juste 3x128=[difuse,normal,selfillu] ?

  • Roboblitz Package References

    • ng.aniki
    • August 3, 2007 at 1:37 AM

    The default directory for packages is %RoboblitzDir%\RoboGame\Content\Packages ...Just put yours there, and it 'll work fine !

  • The random model thread!

    • ng.aniki
    • July 26, 2007 at 10:41 PM

    It's the beginning, I start with the metal background, next I'll add details, colors, some kind of signs,..

  • The random model thread!

    • ng.aniki
    • July 26, 2007 at 9:36 PM

    I'm doing this model for a small game project, racing, looks a bit like wipeout, and that's the limitation set by the dev, one 1024² texture.

    But, there will also be normal, spec and cubemap.

  • The random model thread!

    • ng.aniki
    • July 26, 2007 at 7:34 PM

    My wip:

    [Blocked Image: http://pix.nofrag.com/a3/a2/74b9ab8637c26d4e8e950a82c0ec.jpg]

    Working on textures.

  • [JUNE/JULY CONTEST] Badass weapons!!!

    • ng.aniki
    • July 13, 2007 at 10:21 PM
    Quote from D3ads

    Chainsaws FTW! Normal map seems a bit pointless though

    Hmmmm.. Yes... Really quickdone (photoshop nvidia plugin style).. We have some days left, I'll do a better one..

  • [JUNE/JULY CONTEST] Badass weapons!!!

    • ng.aniki
    • July 12, 2007 at 6:56 PM

    I stop here !

    It's not "AMAZING !"... But.. At least, I made something

    [Blocked Image: http://pix.nofrag.com/bc/56/d28a57a373878ebfce96e8c1f532.jpg]

    Other render screens (With Roboblitz editor X( ) :

    [Blocked Image: http://pix.nofrag.com/ec/6c/067ae965b6dc42c411ac02996ed9t2.jpg]

    Textures:

    [Blocked Image: http://pix.nofrag.com/f7/f2/e6db0fe4b767f85abf212a056e4c.jpg]

    [Blocked Image: http://pix.nofrag.com/5c/a0/fa6e1c9f828789b0b8be5f78b010.jpg]

    Screenshot:

    [Blocked Image: http://pix.nofrag.com/28/bf/89384136d4906ac0c262ac4c0f89t2.jpg]

    (Click for real size)

  • The 'Core Sketch Thread!?

    • ng.aniki
    • July 11, 2007 at 3:29 AM

    Working on that:

    [Blocked Image: http://pix.nofrag.com/d2/f0/c8a7c6c21e7293eb61feb7662968.jpg]

  • [JUNE/JULY CONTEST] Badass weapons!!!

    • ng.aniki
    • July 5, 2007 at 2:58 PM

    Mine

    [Blocked Image: http://pix.nofrag.com/3c/bd/9011ce5c7982527b64669ab2049d.gif]

  • [Mudbox] Texture Baking issue

    • ng.aniki
    • May 22, 2007 at 4:09 PM
    Quote from Seldoon182

    Hum... xnormal generated me the normal and the displacement map rightly, but both map merged in the same file...

    The displacement map is on the alpha channel of the tga file, use photoshop if you wanna have the displacement map on another file.

    Something you could try, I just know that, for UnrealEd4, you need to invert the Y axis in Xnormal (Change Y+ to Y-).. Dunno if it 'll change something..

  • [Mudbox] Texture Baking issue

    • ng.aniki
    • May 20, 2007 at 2:56 AM

    Try to bake the normal map with Xnormal ?

  • The 'Core Sketch Thread!?

    • ng.aniki
    • May 18, 2007 at 8:21 PM

    Pericolos0, his right arm looks a bit too long and huh.. twisted ?

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™