Ok, but since I want let the user of the script define the number of buttons he create (I have a spinner for that just above my first button), that exclude theses methods no ? "generate a maxscript on the fly and use the execute command to create the UI elements" Sorry can you tell me more about that ? Thanks ! :)
Thanks so much for the response again SirCatalot! Lots of good points :) I've made some grass and I'm going to add a wind actor as soon as I get to that part of the tutorial. I agree with you about the river edge but I'll leave it for now. I'll definately come back to it. What do you think of the grass?
Looking pretty good! I think you could stand to bring in a little more color on your textures to really breathe some life into them. World of warcraft tends to use a lot of Hue shifts when they define cavities. You could also try to bake in some color/gradient into the vertices also! Good luck!
That looks much better. You've painted in the light source on the metallic parts but the wood is missing it. You should paint a gradient where it goes darker the lower it goes. Use a different UV shell for the bottom part as well so that you can darken that too. Also the edges of those wooden planks aren't defined at all.
Wow, slick concept! The line work and colors are great. I think there are some changes you can make to the overall value structure which will help define and separate the elements that make her up going into the final. Here's a quick PS job that I believe will help make it punch. Can't wait to see more!
Can we some of the modular assets on their own? And I presume the lighting in WIP - though as it stands its very flat. The set is looking pretty good. Some more material work is needed to really define surfaces, and some pieces look a bit blurry (pixel density does not seem to be uniform). Looking forward to updates. -Tyler
Titan Quest's terrains worked similar to this. Rather than, I'm assuming, the layer below effecting the layer above however; it was the other way around. Each texture's alpha map would define the masking. Very, very useful effect. Once you have tech like this, it's hard to go back to an even vert blend.
How'd I miss this thread! Here's another of me. I've been trying to work out why the Hunter (L4D) has duct tape on his limbs like that. Any theories? I dont think there's an official reason for the design. Btw: rooster, your costume definately won the night. I'll plan better next time!
You should post your textures so we can have a better look at things. One thing that caught my attention is that your high poly, its bevels ( chamfers on max) are so paper thing, they definately show up on your bake. Next time try to exagerate those bevels a bit more.
I am pretty much a noob in general but in my opinion you could add a little contrast and definition. It seems a little washed out at the moment. Define the materials better like the gold decorations. Look at a photograph of how the highlights look on gold weapons. Hand painting seems fine just like 90% done.