Great work. Is it possible for you to lay out your UV's and diffuse map so I can see how you set it up? Trying to learn environmental art and it would help so much. :)
Open up the material editor in max, then select a map (diffuse, normal, anything). See those sliders under 'coordinates'? You can animate them. So you just offset your uvs around.
Quick update on the start of texturing - heres the base diffuse and justadding in some details - the detailswill be complimented with a normal map pass once finalised - the environ it fits into is a temperate clime - Attachment not found. C and C welcome
Also im a great fan of the canon and your diffuse work. Thank you. There is realtime presentation this cannon http://hq3d.org/cannon.exe 7mb It made by Quest3d, no installation needed just set resolution before start.
well trying to learn some prop modeling in spare time. so here is 30min of modeling 25min of unwrapping and 15-25min of texturing..... yall work so fast I hate it. just a diffuse and spec
Still looks gorgeous to me, man. With bilinear filtering on the diffuse you'd get a less aliased look and still be a work of art. Really good job, and your wires have taught me a lot. Thanks.
I thinks in some places using photosource is okay if it isn't all the texture is made of and is used lightly and more as texture than full on diffuse. Might also wanna look out for those seams :P
netstorm rocked haha I dont remember much other than that game kept me guessing. yeah what art style are you going for? pure diffuse flat shaded or phong shaded etc?
So actually in the crysis terrain mmaterial I shoul duse 4 textures? diffuse , normal m detail and specular? is there any sample of this , for any kind of texture , to understand how each should look like?
Another easy way to adjust color variation is just throwing a scalar parameter for the diffuse, then create a few instances and tweak the param number and select a bunch of foliage in the level and apply the instances on a per object basis.