NECRO POST!!!!!!!!!!! Sooooo... Been a while, hehehe. I had to put this aside for a good while but its always sat on my Hard drive nagging me so I made a good push these last few weeks to finish this up. I took a lot of the crit that was handed to me and tried to roll it into the direction I wanted. I'll be doing a quick…
Thanks for the tip Almight_gir, but I'm don't think it will work in this situation. I've got 17 overlay textures that I've built to mess around with this setup, some are solid black or white (pink pig on bottom left) while others have a mix between the two (blue/purple pig on bottom right adds back a dark color under the…
Wow guys, lots of great mars surface and lava !! i had no time to do them :( Sorry for the late reply and thanks for the kind comments. @TooLzor : For those pipes, i make a very thin line that i Warp with a Gradient to get the pipe path after that i use a Distance node to increase its size and a Curve node to make the…
I'd use a seperate texture for you emissive instead of using an alpha channel. DXT5's are more expensive, and generally speaking you can get more use out of making a mask texture (putting your grayscale masks/alphas into the RGB channels and using them individually) or a straight up emissive texture for you material as a…
Xbit+FRC means that the display isn't capable of actually displaying the full range of colors, 8 bit means each channel has 256 shades of color, while with 10 bit each channel has 1024 shades of color. So FRC is used to make the display switch between two 8 bit values for the pixel, the time depends on what color a pixel…
1. Unlike MentalRay,etc... xN does NOT subdivide automatically the LP mesh. You must pass it a bit subdivided to xN. 2. I suggest you to model your HP mesh using the LP as subdiv0 level. In that way you can use the MatchUV feature in xN and avoid to setup cages. 3. To avoid problems at edges, sure you setup well your…
Well, you can type calculations into the little pink Listener box at the very bottom left. It should give you the answer below it. However, I noticed some oddities - try "4/2" and it gives a weird symbol. However, if you try "4/2.0" it gives "2.0". Try stuff like 4.6*((cos)20/pi) - works perfectly. Using the form cos(20)…
That really doesn't look like it deserves a 1024x1024 texture. You could get that much detail out of a 256... because there is no detail there. Also, the texture is looking pretty dodge/burny - like all the shading is just a whiter or blacker version of the base colour - this is not natural, except in very specific…
Hell no I didn't paint it at 256... Could have been a neat challenge tho It was done at 1024, I simply sized it down for the layered psd to lighten the filesize. The point was simply to show a layer system that tries do fake a lit normalmapped model. It's not great but it can help... maybe? As for the weird normals, the…
Thanks Marnik. Hope you don't mind that I send a link to the folio, but I cba to combine and/or upload all the textures atm. You can find most of em on this page though: http://adamfransson.awardspace.com/coaching_inn.html It's basically small 256² and 512² textures. That's except from the foilage and ground-textures which…