Serpentine Posted August 31, 2011 Report Posted August 31, 2011 Formatting epubs and making textures, good times. I for some reason didnt check which leaf the model had that I wanted to replace... and went and assumed it was a normal 'Delicious Monster', spent an hour knocking out a pretty good diffuse+normal... only to check in game and notice that it's faaar removed from the current texture. Went back and managed to figure out the name of the plant and get a decent source image. Two for one . I think the Delicious Moster will look way better on a larger plant, like creeping up a large tree or something. So if anyone wants to grab them before 1.07 and work on that, feel free The the replacement texture came out pretty good first time, but as you see the diffuse is a bit too generic green - tomorrow it will get some personality. So what's next? Barrel textures? I'm spamming this thread with texture updates - to stop this trend I demand WIP map shots. Gimme thaaaangs to look at. Quote
Bikerdude Posted August 31, 2011 Report Posted August 31, 2011 very nice serps! And yes we need more Barrell skins! Quote
Nosslak Posted August 31, 2011 Report Posted August 31, 2011 Yeah, it's looking good except for the fern below the lamp. That fern seems to have some pretty horrendous specular highlights baked into the texture (looks like that to me but I might be wrong) and the texture looks washed out and flat. Quote
Serpentine Posted August 31, 2011 Report Posted August 31, 2011 Yeah the bottom left one is the current texture, it's got no normalmap and quite a bit of glossy highlights in the diffuse, which is why I wanted to replace it. That said the replacement also looks like a bit too plastic for my taste, tho I think that'll change when I get to blending in some more colour variation. @BD - I want to remake the rusty one that we currently use quite a bit, the wood looks kinda strange and it just looks lacking somehow. I'll try make a 'fresh' version of the same barrel without the rust/bleaching. Maybe look at adding a nice texture for use indoors etc. Quote
Bikerdude Posted August 31, 2011 Report Posted August 31, 2011 @BD - I want to remake the rusty one that we currently use quite a bit, the wood looks kinda strange and it just looks lacking somehow. I'll try make a 'fresh' version of the same barrel without the rust/bleaching. Maybe look at adding a nice texture for use indoors etc.Could I also request the other brown barralls have some other skins, maybe using the planks texture (the one with the worn ends) Quote
grayman Posted August 31, 2011 Report Posted August 31, 2011 Could I also request the other brown barralls have some other skins, maybe using the planks texture (the one with the worn ends) Yes! New barrels! Quote
Nosslak Posted September 1, 2011 Report Posted September 1, 2011 Yeah the bottom left one is the current texture, it's got no normalmap and quite a bit of glossy highlights in the diffuse, which is why I wanted to replace it. That said the replacement also looks like a bit too plastic for my taste, tho I think that'll change when I get to blending in some more colour variation.Oh, good job then. The new one are pretty good except the top left one as the leaves intersect pretty weirdly (looks almost like meta-balls or something) but if you were to remove those intersecting pieces I think it'd look a lot better. I'm not sure if your using specularity already but I think it would look a little less plastic with a pretty weak green specularity. Quote
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 Evenin... Here are some pics of my soon to be released "Business as Usual" version2. Quote
AluminumHaste Posted September 5, 2011 Report Posted September 5, 2011 Those backgrounds could use a little work....not sure if serious. Quote I always assumed I'd taste like boot leather.
Serpentine Posted September 5, 2011 Report Posted September 5, 2011 Just looks like the hard alpha edge hasnt been padded, causing the blend from filtering to bring in some white/lighter colour. I'll take a look when I have a min Quote
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 yeah, there a stock tdm background, need work, may use a different one, but its does look very thief-esq though.. Quote
Glyph Seeker Posted September 5, 2011 Report Posted September 5, 2011 Looking forward to it, Biker. =3 Quote "No proposition Euclid wrote,No formulae the text-books know,Will turn the bullet from your coat,Or ward the tulwar's downward blowStrike hard who cares—shoot straight who can—The odds are on the cheaper man." From 'Arithmetic on the Frontier' by Rudyard Kipling
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 Got a few shots from my mission, working title is "Nothing Fancy". Base architecture is 90% done, now the real work begins. Lucia's a placeholder here, 6700+ polys will be a bit too rich for this area I'm a bit of a patch fiend at the moment... Just a humble common-folks home... nothing going on here... move along... heh The kitchen that one guard always says he's going to hit soon Arches? Vaults? oh yes, I know how to do arches and vaults (my hair is a shade further towards gray but a small price to pay) What happened to this..? Quote
Springheel Posted September 5, 2011 Author Report Posted September 5, 2011 yeah, there a stock tdm background, need work, may use a different one, but its does look very thief-esq though.. Yeah, it's pretty crappy...that one and the other backdrop were made by me a loooong time ago really need updating. In the meantime, you can feel free to use the one I made for AStS. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 Hey Spring I have a backdrop that was made my Jermi over on the ttlg forum, I have used its a desktop background for a while now and its very hi-res and very details. I will ask him if has other wide res versions and if we can make it into a background for TDM! If he says yes, then Im gonna need you to work your magic on it! Quote
Melan Posted September 5, 2011 Report Posted September 5, 2011 Bikerdude: jermi has already granted permission to use it for TDM. Of course, it does not hurt to ask again (and put it right in the core mod). Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved
Springheel Posted September 5, 2011 Author Report Posted September 5, 2011 I will ask him if has other wide res versions and if we can make it into a background for TDM! If he says yes, then Im gonna need you to work your magic on it! If you want it as a static background it won't need much work at all. If you want an animated background, something will have to be done with the skies and I won't have much time for that right now (I'm starting work again tomorrow). Maybe Serps can help. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
nbohr1more Posted September 5, 2011 Report Posted September 5, 2011 Biker, If you wanna poor man's way of converting that picture to a cubemap (skybox). 1) Create a large sphere or hemisphere in DR2) Convert that picture to a TGA texture and create a custom material with just "map" not diffusemap (etc)3) Stretch the texture so that it looks like a skybox on the sphere (or hemisphere)4) While in-game adjust FOV and perform an envshot5) Now you have your 6 images for your skybox A big pain and there's probably a tool that does this better. Just a thought. BaU v2 is lookin' great! Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 Hmm, gotta be a tool out there for doing all that..? Quote
nbohr1more Posted September 5, 2011 Report Posted September 5, 2011 Polycount has a list of cubemap editors but the easy looking ones appear to be commercial rather than freeware: http://wiki.polycount.com/CubeMap (see Software at the bottom) Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Bikerdude Posted September 5, 2011 Report Posted September 5, 2011 Found a free one made by AMD called CubGen, just trying it now.In fact there are few free tools at the bottom of the page. Quote
Serpentine Posted September 7, 2011 Report Posted September 7, 2011 iirc those are only overlays (like the ones you currently use), combining them to cubemaps is possible but a bit on the useless side (cubemap skies look somewhat crap, also would need you to pre-composite the background - which isnt included?). But yeah let me know if you'd like me to mock something up and I'll get to it later/tomoz (life :/) Quote
Bikerdude Posted September 7, 2011 Report Posted September 7, 2011 I ghave up quite quickly as I wasnt getting the results I needed. I understand the principle but I dont have the time to learn how and build maps. If you could that would be great Serps! Quote
Baddcog Posted September 15, 2011 Report Posted September 15, 2011 Fired up DR and did this today. Been meaning to work on a roofline demo for awhile, So I needed something really tall to see from far away. I don't think I have ever done this many arches in one map before, much less one building. Probably upwards of 2 hundred patch arches. Quote Dark is the sway that mows like a harvest
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