I never said that was my reason, at all. I said I dont feel 2048x2048 is a bad res at all for a weapon onscreen. Seems your just being picky once again. As for the 4096x4096, I suggest you download some of FAKEFACTORY's HL2 HD textures. For example: http://img258.imageshack.us/img258/8485/ep1c17050018yy5.jpg As for cards…
[ QUOTE ] how would i create the illusion of a worn path using a tileing texture on a mesh with no multi-texture blending support in the engine yet? [/ QUOTE ] A decal layer over the top with a directionally tiling image for the path (tiles top>bottom with edges fading out to 'rock'). [ QUOTE ] ..i may do that tonight. and…
some recent coding work (art by friend) as preparation for the reflection effects sun parameters for our level editor. the shadowbaker also does ambi occlusion and has lots of parameters to tweak, screenshots are taken with no value tweaking, that will come once the level is more finalized. texture sampling on the shadow…
thanks guys for your kind replies @vitor: something feels odd, can't really say what, maybe the head is a bit to wide looking from the side? omg badass rhymeskillz -.- @ironhawk: nice gun, really like the shapes @davison: interesting concept, not really my stuff but thats just personal taste @maestro: yeah why don't you do…
Razor: ack, i get so crosseyed when working on something for long... a mast, duh! I'll see if i can still put something so large in, in the limited time i have left. I'll definately see about those rims on the chest, and maybe making the icons look better And yes Irritant, proper gamma would be much better than bloom. You…
Renardin, that texture is mediocre. It has a lot of room for improvement, mainly on the rear area. The details there look a little bit like concrete or some kind of rock because of the blurriness and distortion. The colours seem to have meaningless contrat to each other, gold, red and blue, which really stops it from…
Oh thanks for the info! As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits. So far : That one last picture is touched up for levels…
[ QUOTE ] [ QUOTE ] Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious. [/ QUOTE ] 4096 triangles, however most modern q1 engines support up to 65536. Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model…
[ QUOTE ] [ QUOTE ] Oh thanks for the info! As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits. So far : That one last picture is…
[ QUOTE ] Oh thanks for the info! As said by PM I had a look at the custom MGS3 version of the gun and it looks quite horrible haha! I don't know yet if I'll go all the way, maybe I'll just add some more specific details esp if its possible with simple painted normals edits. So far : That one last picture is touched up for…