harefort Posted June 25, 2008 Report Posted June 25, 2008 I know I'm an ass for posting non-model-stuff here, but check this out: (hit "watch in high quality"!) In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly. Quote
Loafie, Hero of Dreams Posted June 25, 2008 Report Posted June 25, 2008 That looks damn nice, I'm a big displacement fan. Here's an entry I did for the 3dtotal speed sculpt competition. About 4 hours work on an anthropomorphic Rocko from Rocko's Modern Life Also, the first person view of a lug wrench Quote
Zeta Posted June 26, 2008 Report Posted June 26, 2008 I know I'm an ass for posting non-model-stuff here, but check this out: I need to find out those keyboard shortcuts / manipulation techniques he is using. Quote
Warby Posted June 26, 2008 Report Posted June 26, 2008 I know I'm an ass for posting non-model-stuff here, but check this out: (hit "watch in high quality"!) In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly. THAT IS TOTALY AWSOME ! i am playing uncharted right now and they definitely use some sort source engine like blend texture transition between all their materials. and i was wondering how they get it to be so fucking seamless and so distortion free ... and what the work flow for that stuff would look like and here you are answering the questions =D Quote
-HP- Posted June 27, 2008 Report Posted June 27, 2008 Thank you so very much for sharing that harefort! Quote
Nurb Posted June 28, 2008 Report Posted June 28, 2008 Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame. Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now >_< Quote
harefort Posted June 28, 2008 Report Posted June 28, 2008 It's a shader that you can implement in your game. From 3Dsmax you get a mesh with vertexcolors, which you then import into your game and apply the shader to it. The shader basically does the unwrapping at runtime, so you can deform the terrain at runtime in any way you wish. Think Red Faction 3 or so. Quote
BJA Posted July 2, 2008 Report Posted July 2, 2008 A little lift I made, the final model was rendered in 3ds max. By the way, does anybody know how I can set up a glowmap in 3ds max? Right now I did paint the glow of the lights on the diffuse map, in d3 I would have a seperate texture for that. Couldn't figure out how this works in max Overview: http://www.bja-design.de/models/lift01_overview.jpg Quote
Minos Posted July 2, 2008 Report Posted July 2, 2008 Paint a separate texture, open up the material editor, click on the little grey box next to "Self-Illumination" and pick your bitmap. Nice model btw =) Quote
-HP- Posted July 2, 2008 Report Posted July 2, 2008 Awesome stuff, one more image for my "Inpiration" folder! great job as always BJA, you'r env art skills are evolving a lot! Quote
BJA Posted July 3, 2008 Report Posted July 3, 2008 Ah, thanks Mino that's what I was looking for @HP: Thanks, but I still got a lot of things to learn. Quote
Sentura Posted July 7, 2008 Report Posted July 7, 2008 that lift is awesome bja. it makes me wanna pick up 3dsm again. Quote
-HP- Posted July 7, 2008 Report Posted July 7, 2008 Dear Mr. Minos, you forgot to tell us the tri count, the texture size's, wheter or not you used specs or normal maps, and if you did, you should post the texture sheets. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.