so the spec doesn't need to be full white, grey, etc. Only those highlighted areas that would receive light would be shown correct? Sorry for asking all these noob questions, i'm trying to learn this stuff, been making levels for too long. lol
Reset Xform, then re-export? Resolution is controlled in your video card setup, somewhere in Max's Preferences (sorry don't have Max here now). There's an option in the DirectX dialog named something like "Nearest Resolution" next to radio buttons for 256, 512, etc.
That's a nice trick - but it looks nothing like additive blend mode sorry. Anyone else want to give it a try? In max you just open the material editor, expand the extended paramaters and set the advanced transparency to 'Add'. Is there some equivilent flag buried somewhere in Maya?
Update 4/20/05 @ 2:04PM Just finished making some monitor textures. Going to make them animated textures hopefully. Also fixed the alpha channels on some of the light textures. Still a bit too dark. Edit: Thumbnails anyone? Sorry.
Oh jeez, I chose the worst time to direct people to my site. Apparently the server is going on maintenence mode. My site, and at least 2 other sites on teh same server aren't loading either. Sorry about that. Should be fine in a couple hours.
Hey! sorry for the delay. Eric - Skin, believe it or not. Cartoony skin though. Realism doesn't matter so much here. Great point, Poopipe. There's a statement I never thought I'd say. I've been on other things while this marinates, but if I discover anything while implementing this finally I'll update...
Ok let's open this thread again with new stuff and skills. First thing i want to show is this little dusty and rusty train. I made 3 versions of it, each with different crash damage. No damage version Medium damage version Biggest damage version Next - rocks. Not a big deal but like every game we need A LOT of them so I'm…
if you are talking about maybe the squarish looks on the edges of the cloth pieces? then that's just normal for 700k tri's, you might need to find a better computer to finish this one up on if you can't get past 700k, it's typical for most zbrush tools to end up in the millions, i use to only be able to do about 3 mil on 2…
All of what I said above is still valid. One other thing you would have to worry a lot about is mip-mapping. As you get further from the screen it'll blend other parts of the texture in. This'll be even more noticeable with a very rough material I believe. I'm mistaken on this part! Mip-mapping should still be a concern…
Hey guys, thanks for the encouragement, especially with the traditional stuff. I haven't been in a formal art environment and I started picking it up pretty recently, so it's like I just don't have a frame of reference for what's actually good. That's my worry with all this stuff, it's like I spend a while trying to figure…