OH MY GOD YES.... I loved that game when I was a kid. I still have it somewhere. I remember playing it on our 3k $ 1995 Gateway that had 32 MB of RAM... lol! sigh.... how times have changed
I think it automatically does opacity if your Diffuse texture is a 32-bit TGA with an alpha channel - it will use the alpha channel for opacity mask. And as far as I know, the specular is coloured by default... just feed it a colourful RGB 24-bit TGA.
I'll try to idle in there the next few days if it doesn't interfer with anything I'm working on. I'm standing at Cayuga 32, 18, 89...right on top the big PC smiley. Search for it in the map window. I already gave my SL name.
I'm using a 32 bit PTEX bump map channel and seeing some straight edge artifacts that seem to correspond to borders, perhaps related to the Gigatexel engine? I disabled Gigatexel but the artifacts remain. Anyone know what's causing this or how to fix it?
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Thanks Kyetja for you suggestions . Your warp advise really works for the purpose of reshaping cells into something more natural. Not just for zigzagging them. Especially with new 32 bit mode. Makes things more controllable somehow.
Started work on the armour detail, Its a bit temp just now as i'm still testing the waters with this. Had to split up my zbrush file as i ran out of memory on my 32 bit machine, not ideal.
you should be ok -- you can open your mesh in the mesh inspector (double click in the content browser) and specify the lightmap resolution. It defaults to 32 pixels so you might need to up it for more complicated meshes.
Looks like your file has an alpha channel. Maya automatically detects alpha channels as transparency. Be sure to save your image as a 24 bit file. A 32 bit file will save out any alpha channels.
The biggest problem here is that you don't have enough sides to your cylinders, which makes it look lowpoly. Probably 16 sides for the smaller holes and 24-32 sides for the large hole would look a lot better.