fonfa Posted August 12, 2007 Report Posted August 12, 2007 i like puppies, kitties and ratties. burn children instead Quote
bitmap Posted August 12, 2007 Report Posted August 12, 2007 i like puppies, kitties and ratties. burn children instead i like the way you think Quote
mjens Posted August 12, 2007 Report Posted August 12, 2007 For the Game Artist competition: It's on a 1024X512. Any suggestions for stuff to add (I still haveUV space and 300 polys left) are appreciated More dirt! You can use my photo as reference: DIRT DIRT DIRT! Quote
SnipaMasta Posted August 12, 2007 Report Posted August 12, 2007 (Test in S2 Engine, without shadows for some reason) (And it doesn't support proper alpha maps) Seir, uh, you're telling me to make it more grungey, right? Quote
ng.aniki Posted August 12, 2007 Report Posted August 12, 2007 But it's for a rts game no ? How does it look like from a more upper view ? Quote
mjens Posted August 12, 2007 Report Posted August 12, 2007 Seir, uh, you're telling me to make it more grungey, right? No I;m telling you to add some dirt, soots and bruises... All your walls are very clean and every window looks the same - maybe you can change it? Quote
SnipaMasta Posted August 12, 2007 Report Posted August 12, 2007 Grungey = dirty . I can't do anything about the windows though. Windows all look the same when they are the same, and there's no way to avoid that. Grungey + RTS style shot (I think - I haven't seen or played an RTS in ages) Quote
ng.aniki Posted August 12, 2007 Report Posted August 12, 2007 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 ? Quote
Buddy Posted August 12, 2007 Report Posted August 12, 2007 Windows sure to be plane's near wall, same for all decals. He could have stripes of textures on 1024x512 (no need for cutting polygons then) or align square polygons onto small uv space, manually or with use of Face mapping. Quote
SnipaMasta Posted August 13, 2007 Report Posted August 13, 2007 As Buddy said, yes, they are just planes put slightly (0.1 grid units in Max) above the surface, as are the leaking dirt parts under the roof. The walls are done by taking a single plane mapped to a 2 X 1 section of my UV map (like a 256X128 section of it) and then duplicating that and cutting it to create the structure. It was very annoying. Quote
Buddy Posted August 13, 2007 Report Posted August 13, 2007 Wooh, you could just use Face mapping Quote
ng.aniki Posted August 13, 2007 Report Posted August 13, 2007 Face Mapping ? Thanks for your answers ! I were asking for the windows, because I'v worked on some ps2 project, and maybe because of the engine, making windows the way you do may create some.. clipping problems, when we look at them from somewhere far away of the model... Quote
SnipaMasta Posted August 13, 2007 Report Posted August 13, 2007 I have no idea what Face mapping is Aniki, I think Iknow what you mean - but it doesn't happen in the engine I'm testing it in. Something different, anyway; Quote
Rick_D Posted August 13, 2007 Report Posted August 13, 2007 edge dodge edge dodge sharpen sharpen submit aaanyway ;D Quote
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