Jump to content

tomdon

Members
  • Posts

    162
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by tomdon

  1. First thing that came to my mind was "that is way too dirty", then i noticed it was russian themed.

    Great job there. Like SnipaMasta already told, flipping the uv's on few of the windows might be a good idea. Looks like you got pretty much detail for a single 1024x1024 texture, nice work :)

    The windows are pretty much me being lazy, I did the entire models unwrap and texture in one sitting, so just wanted to get it done. All the windows have there own uv space as I baked the skylight in. So I just need to go back and change each of the windows to make them not repeating :).

    *edit*

    That truck is looking great, only real crit from me is there is a lot of similar shades of brown. How ever I don't know what the original looked like, so you may be staying true to the source.

  2. Its to low res for real game work yes, I agree, except this is going to be in a video clip. Its for a uni project, my group an I are making a trailer for a pretend game. Our game is set in the USSR, its meant to be a huge open free roaming environment. So the buildings are all relatively simple. clearly the texture res is not high enough for real game use, how ever its only going to be seen with other buildings as part of a short 30 second clip.

  3. -UT2004=2.5

    -This entire 2.0 and 2.5 is marketing bullshit. Apart from a set of bugfixes and VERY minor additions both versions are utterly identical

    The base code of 2.5 does not support normal mapping and such features. Normal mapping has nothing to do with the engine and is a plugin licensees can install, which can also be implemented on the 2.0 version.

    You are looking for a game that supports them, not an engine version. UT2004 does not support normal maps. Warpath for example does and comes with UED. The support for it in all Unreal Engine two games is often crappy implemented tho.

    I always wondered about the whole 2.0 2.5 thing :).

  4. I am currently trying to compile get a model from max into Source which so far has been a nightmare. Even with a 3rd party helper tool like SteamShovel I still got no luck on getting a .mdl out of it.

    What someone really should make is a plugin to max so that I can just select "Export->Source mdl" and let that be it. Instead I am forced through a myriad of smd files, qc files, guimdl compilers, etc.

    So please get that video tutorial up again!

    That would not work. You would at the very least need a ton of options to choose the settings for the model.

  5. I would do normaly but this stuff is going to be small in the final images. I am making an image of a big resuce hovercraft on a barge with lots of equipment on it. The hovercraft will be filling 90% of the image. This stuff really is background fluff.

×
×
  • Create New...