Wow! The improvement from last year is pretty awesome to see xD. I would suggest adding a gradient up your tree btw, to help ground it. Also, I notice your tree texture is kinda big, you probably only needed 256 x 1024 - for future reference, if you wanted to save time!
Looks nicer. You got some more colors but I'd say it's still not enough. You just jabe some whites, greens, yellows and brown. Don't be afraid to add in some random colors and details. You can still lower the polycount. I modelled the sword too and got the tri count down to 256.
Tnx for feedback rogelioD. I increased wall height. Now it is 256 units tall (was 192). Looks much better now. I tried increasing floor size but I think the current size suits perfect. One floor piece is 256x256 units so the width of the floor is 512 units (from wall to the window).
I think unreal is a pretty different case since it uses displace maps for the terrain (at least in ut2004). But considering the resolution these maps had (about 256^2 or maybe 512^2 if I remember well) the blending wouldn't be more precise. Another benefit of vertex color is that you can add density wherever you want :)
I should bump this up to inform you I'm still having problems with this. Tested on v6 and v7. I've used several models, with different settings, exported from more than one program. All the same results. Simple cube with cubic UV mapping. Simple 64x64 256-color 8-bit bitmap.
Eric IM me so we can talk about what polycount you want these to be and what all tree types you wants and small plants. I'm not sure if you saw this, but this is the LOD i was thinking of going for. http://tgz3d.com/newtree2.avi quick test of some redwood bark using at 256 res and 512
Hi ^^ Here, after my stage convention, I finally could finish this mesh. With a margin of little thing, 120 KB of textures ( 16 or 256 colors ). ( Yes 5.5 pages, better than than I had announced ) http://img356.imageshack.us/img356/4240/meorand9vo.jpg http://img356.imageshack.us/img356/900/meorantextappl2ws.jpg
honestly i think the thing is too flat. While the normal map will add a lot of detail it wont change the overall shape and silouette of the gun and thus I would do the switches and a few other areas. You modeled the inside of the barrel. WHY? FPS you wont ever see that. Close it off and you will save a ton of tris there.…
I got another noob question... In 3ds max how do I setup my Unwrap UVW Mod to be at...for example 512x256? Is it Options -> Preferences -> Display Preferences...? I changed it from 256x256 to 512x256 and the box got in those proportions but the checker pattern on the background got stretched as well. Also, what was a…
34 I did Technical Illustration courses after school. Around 1998 I used Photoshop and a 3d package called Form Z for the first time. I remember using the college's most powerful computer, 25 MHZ! and a whopping 256 meg memory! In January 2001 I got my first games job in the UK. In 2004 I went to work in America, been…