As to cluttering my thread, it doesnt really matter im not really getting any praises or crits so im not sure if i made quality props or not TBH. As to importing your models into tf2 man, yes its a pain in the ASS! This is how i do it. 1) create model texture export as a .smd for two files, one called yourmodel_ref.smd…
"I'm thinking Maya 6 probably has this functionality built in, though" You'd be wishing actually BF :-] It depends what you're using Maya for in a way. At work my setup is different from home, since at work its geared toward in game stuff and various engine related tools. At home I only ever tend to model in SubD-s or…
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
For real? Both Matches Unreal? Let us know. Any idea? Somewhat. Every real-time render is opinionated, they all make tradeoffs. Also, PBR shaders all have different approximations, because PBR is not a perfect science. It’s much much better than the old Diffuse/Specular/Guessing method. But it’s still open to…
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
sucks you lost the colt texture. hopefully you at least still have the flattened textures. my original texture critiques still stand: 1. you have no material definition. everything is the exact same shiny gray grunge texture with the beach.dds cubemap covering it up. the reason why i love texturing guns is because of how…
Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50%…
Wow, thanks so much for all the positive feedback. I am glad you guys like the game, and especially the art. I was an honor to work on the game :) bounchfx - Yes, the diffuse is rather limited. I dont know how much I can say about the tech side of things, but generally we aim to keep diffuse textures at a minimum and rely…