Wow, these photos are absolutely jaw-dropping! What kind of camera do you have, friend?
Posts by keres
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Oops, yeah I just cleaned up some folders. Fixed.
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SpicyTanuki, what game is that?
Aalexanderrr, are you using max to bake the normal maps & ambient occlusion?
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Great tips, guys. I would have never thought such techniques.
Isometric is strange compared to (what I am used to, anyway) regular projections. You may even be able to create a vanishing point to create a single "unit", & then flatten it, so it stays the same scale in spite of depth.
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I think my biggest downfall right now is getting paint to look right.
http://keres.satgnu.net/images/wip03.jpg
http://keres.satgnu.net/images/wip04.jpg
Baking textures is so much fun

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My first 100% handpainted texture, rendered from a 3d model
http://keres.satgnu.net/images/wip01.jpg
http://keres.satgnu.net/images/wip02.jpg
I know it sucks, and it could really use more love, but crits are certainly welcome nonetheless. I stopped where I did because I didn't want to go all-out just yet. The colors were chosen on-the-fly.
Thanks PhilipK for the "Quick 3ds Max Normal Mapping Tutorial"!!!
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Nice post
was very enlightening.Is this any good? http://www.newegg.com/Product/Product.a ... 830113189R
I'm a complete noob on cameras... Sorry if I am coming across as annoying when I ask you to hold my hand when shopping for one
What kind of lense would you slap on that? One of the ones you have? -
Could someone recommend a good camera for taking pretty decent pictures? I had a 6MP digital camera that barely got me by for a while, but I had to sell it. I'm really looking for something that can do vegetation with ease. I'm not looking to go overboard on purchasing a camera, but I am totally lost on this whole subject.
The whole price to features ratio is very easy going with me. I don't have a set price range right now.
Thanks
-Tom
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I recently bought a wacom because I want to get to the point where I can (for them most part) make all my textures by hand. Whether they be baked from models/sculpts or hand painted doesn't matter. It'll take time
but I look forward to making whatever textures I want regardless of whether or not I have it in a picture file on my computer. I used photoref for quite some time now, though. It's nice if that is what you are going for.On the flip side, good cameras cost lots of money. It sucks really bad.
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I have a 9800gt, the latest working drivers. The absolute latest drivers for my card are broken, but these should suffice.
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I asked over at polycount a bit ago. This is so irritating, i love max but i just can't stand it.
I hear maya is good for level design, but i don't feel like learning another tool.
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ffs is there any way to fix this? i've tried using dx and gl hardware, both end up fucking with the grid in their own little ways. Shit keeps disappearing, some menu items don't show up (if any), and parts of the grid and object disappear too. Please please please, someone, tell me there is a fix.
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Eh, i guess. It's probably because i try hard to make better assets for engines like quake 3 that i blame my work instead of the engine for looking not-as-good. Hmm, which reminds me, i need to make another thread about the borkiness of max's grid.
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Would you say that the game engines are too advanced for the current tools used to make content for games? I've just been thinking about this more and more. I find that when i first started mapping, the realism look wasn't yet achieved and it made content development much more easier.
Has anyone else here considered that photoshop is near obsolete for texture creation? I found it was when i started to work with it more recently. I find 3dsmax 10 increasingly difficult to produce "pretty" content anymore, whereas i could easily slop out a player model in 30 minutes that would have been revolutionary probably just a few years ago.
My opinion is that engines are coming out better and better, but we use essentially the same tools to make shit for them as we did years back. What do all of you big-time-pro-game-developers think?
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thanks a bunch guys
most of the decals work well with any kind of blending that uses gl_src_color gl_dst_color (Similiar to photoshop's "overlay" blend mode) it enables the 128 grey in the grb channels to be used as an alpha source. 13, 14, and 15 all have working alpha channels - black is trans. -
http://j.photos.cx/shot0000-446.jpg
http://j.photos.cx/shot0001-cf2.jpg
http://j.photos.cx/shot0002-287.jpg
http://j.photos.cx/shot0003-3c4.jpg
http://j.photos.cx/shot0004-09d.jpg
http://j.photos.cx/shot0005-d47.jpg
http://j.photos.cx/shot0006-bbd.jpg
those are some in-game screenshots. the lighting is kinda bland though.
I accidentally posted the wrong link, to my keres3 texture pack. I'll make some thumbs soon, i gotta leave right now tho
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oops, i posted the wrong link. that led to keres3, re-download please.
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Quote from SotaPoika
Thanks. I'll try to add more detail, but it doesn't appear as sharp as I want it to be. Oh and if someone wondering which engine i'm making that, it's Source.
However, if you're planning on completely hand painting something i think that modeling a texture is the best approach (for most things, in my opinion) however you really can do better with some photorealistic overlays. It's easy to try out, head over to http://cgtextures.com and pick out a tiled rust, and mess around with blend modes. It can do wonders.