oh dude....pelt mappin' galore. take for instance a characters arm. 1). throw a unwrap uv modifier on your model 2). select face in the modifier submenu and select face 3). select a face on the arm 4). look under the map parameters menu to the right of your screen where you have options like "pelt" and other stuff. click…
This will cover transfering one UV layout (old) to another (new). If you've ever had to do changes to a UV layout after a model has been textured this is for you. It basically takes this approach and re-purposes it. I found that approach kind of confusing the first time around so hopefully this won't be like that. Also…
OpenArena is that one free game that rips off another in the most legal way possible under the GNU GPL v2 Free Software license. It's been around for quite a while and has been quite stagnant as of late. Over the years it recieved contributions of artwork and maps, however the styles clash and is an overall inconsistent…
also hawken dont know if you ever have seen the website, but before 9/11 many of the members of the current administration worked for a think tank called the "The Project for a New American century" which laid out a plan for the middle East,Iraq and set many goals for the continueation of American Global Economic…
Thanks for the replies everybody- @Snader - I agree the wires look assy, good idea about the diff /w black @PredatorGSR - Ill look into the Mip Mapping - I was trying to figure out how to make it appear sharper.. I suspected it was the mip mapping, but wasnt sure. I have a ref photo of a dock covered in water plants I…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
Few crits / feedback -Shadows are far too black. It's bright outside and you need to reflect this w/ some well placed bounce lights and more ambient light (whether you use a skylight or point lights) - pixel density is a nightmare - there is a texel density viewmode in UE3, use it. Your ground is mush compared to your…
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I'm looking for a level designer to help me put together a city map for a post apocalyptic themed sandbox game. The game has elements of parkour in it, you can see how much based on my current TPC demo here: (WSAD, space to interact with green highlighted objects and 1-6 to toggle weapons).…