Thanks everyone! Contrails: Very slowly! I have a scratches brush that looks like a square with one of it's corners partially erased, and a very high rotation jitter, as well as a size controlled by pen pressure. I know I didn't come up with that idea; I think it's from someone on this forum. Anyways, I draw with a low…
Don't we all :) I think someone mentioned it earlier but there's really just not a fast way to approximate this. The nice thing about the methods we've used so far is it's a super slim equation to approximate diffuse lighting from a point lightsource = the dot product of the Normal and the Light vector, once you start…
Wow, thanks so much for all the positive feedback. I am glad you guys like the game, and especially the art. I was an honor to work on the game :) bounchfx - Yes, the diffuse is rather limited. I dont know how much I can say about the tech side of things, but generally we aim to keep diffuse textures at a minimum and rely…
A gradient map is a greyscale texture, often derived in a logical way from the source model/texture. I.e. L4D take the color intensity as grey-value and remap this value to a color gradient (saved in a map). That is, the L4D artists have painted a standard diffuse texture, then convert them to a greyscale image (i.e. by…
Welcome to dysfunctional relationship between RTT and MentalRay... Try adding only one thing to the output in RTT, right now it looks like you have two things, try doing it with only one thing and see what you get. For me mental ray screws up the padding anytime I add more than one thing to the output. AO only, works fine.…
Yeah doing the teeth every link definitely would have looked better in hindsight, I was going off of this pic: Also, my teeth stick up too far, and look pretty crap on the bake. I should have done planes, but I wanted to animate like EQ ha. I finished the bake, slapped the quickest diffuse on there ever (flat with AO) and…
it might not look so but we are doing quite some stuff to the shading inside the engine, we did more before but well most stuff we tested didn't work out in motion, thats why the hatching is now baked into the diffuse as opposed to be drawn dynamicly based on the lighting, it worked for stills but was awful in motion its…
I think you're sort of preaching to the converted. I imagine either companies want access to your entire site for a fixed fee or be able to get your entire site on a CD/DVD for a set price, and even then I'm fairly sure most artists would be happy with just high quality diffuse textures and handle all the normal and spec…
cycloverid: Yep your lighting is too strong - metal generally has a very high reflectivity/specularity so you want your metal in your spec to be stronger than your diffuse to achieve the effect. Your spec map right now is too similar to your diffuse - if you pump up the values of the metal areas you want to stand out more…
sucks you lost the colt texture. hopefully you at least still have the flattened textures. my original texture critiques still stand: 1. you have no material definition. everything is the exact same shiny gray grunge texture with the beach.dds cubemap covering it up. the reason why i love texturing guns is because of how…