Ssbumps are less accurate than tangent bumps
It might also have to do with how he's making the normal maps themselves
[QUOTE=Fat-Corgi-Guy;42476821][B]A Floor[/B]
[t]http://i.minus.com/iyqi6xTZgnmVw.png[/t][t]http://i.minus.com/ibiMisCUDP9kvL.png[/t]
[t]http://i.minus.com/i2DcopVFIIwvS.png[/t][t]http://i.minus.com/ibn0ZhOiVVBCDY.png[/t]
[editline]2013[/editline]
I love the variation in ratings I get with each post I make [t]http://i4.minus.com/jomZXtl8ZuVHD.png[/t][/QUOTE]
Why ain't you doing trainstation stuff, son. :v:
Holy shit this looks amazing!
FakeFactory isn't bad but it's more... Michael Bay-ing and re-texturing in my opinion (besides the creepy models).
This is on a whole other level!
I can't wait for this to be finished! :D
[QUOTE=Fat-Corgi-Guy;42476821][B]A Floor[/B]
[t]http://i.minus.com/iyqi6xTZgnmVw.png[/t][/QUOTE]
Looks more like mud painted concrete color. Probably because of those crack patterns.
Also, scale down the $detail map; it's a 2048 texture, you can afford to make the $detail small.
[editline]10th October 2013[/editline]
[QUOTE=Juniez;42477440]Ssbumps are less accurate than tangent bumps
It might also have to do with how he's making the normal maps themselves[/QUOTE]
This.
Ssbumps are good at surfaces that would simulate a lot of occlusion (Bricks, cave walls, stone); but lose accuracy in doing that. Normals should be used on stuff like concrete because it's usually a finer detail, and has little need for occlusion.
[QUOTE=Snood_1990;42478044]Why ain't you doing trainstation stuff, son. :v:[/QUOTE]
I am, that texture's used in the train station too, or at least it was on the list Tweevle gave me of textures for the train station. I just figured that area'd be a better place to show it off.
Please just try sharpening the textures.
[QUOTE=Armageddon104;42482945]Please just try sharpening the textures.[/QUOTE]
Dude, in-game it is not blurry. Ask Ratchet302, he's tried them out in-game, he said they looked blurry in the pictures but after seeing them in-game he told me they weren't and they were fine.
Also they have been sharpened, and sharpening them anymore will completely ruin the details on them.
That kind of alligatoring looks wrong for interior concrete floors.
[QUOTE=Armageddon104;42482945]Please just try sharpening the textures.[/QUOTE]
Well, it's not necessarily that issue; it's what I've said before, there's a fine detail layer just put ontop of everything at like 25% transparency, looks like without a darken blend mode or anything.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/39bsnip.jpg[/t]
(crop of the whole texture, 1:1)
[QUOTE=glitchvid;42485033]Well, it's not necessarily that issue; it's what I've said before, there's a fine detail layer just put ontop of everything at like 25% transparency, looks like without a darken blend mode or anything.[/QUOTE]
There actually isn't, that's just how the picture was that I used to make that texture from.
[QUOTE=Fat-Corgi-Guy;42483255]Dude, in-game it is not blurry. Ask Ratchet302, he's tried them out in-game, he said they looked blurry in the pictures but after seeing them in-game he told me they weren't and they were fine.
Also they have been sharpened, and sharpening them anymore will completely ruin the details on them.[/QUOTE]
Actualy I said that the source didn't look blurry at all, and in-game they looked fine, I'm pretty sure it's just an issue with how source handles most textures seeing as they are already pretty high res.
I doubt sharpening them would do anything at all. I'm pretty sure your textures would render properly if you loaded them in UDK, either that or something is not properly setup.
Could you guys update vrad so it could bake AO like in CS:GO?
I fix some error in RPG.i will add some pic for RPG soon :)
[IMG]http://i.imgur.com/4UCnp9j.png[/IMG]
(Tried to use CS: GO's vrad for Alien Swarm map)
Nope, stahp it.
[QUOTE=Ken Chan;42487449][IMG]http://i.imgur.com/4UCnp9j.png[/IMG]
(Tried to use CS: GO's vrad for Alien Swarm map)
Nope, stahp it.[/QUOTE]
if you [i]do[/i] manage to get it to work, it would be a godsend for the likes of us who don't have CS:GO. :dance:
[QUOTE=Ken Chan;42487449][IMG]http://i.imgur.com/4UCnp9j.png[/IMG]
(Tried to use CS: GO's vrad for Alien Swarm map)
Nope, stahp it.[/QUOTE]
d2_airex_01? Shouldn't you be trying a retail map first?
[QUOTE=sargent99;42489427]jay pegs, containing awesome material[/QUOTE]
Good God, I have never seen such a detailed model like this yet.
It seriously looks awesome! Keep up like this!
[QUOTE=sargent99;42489427]
rpg[/QUOTE]
We don't sell weapons here
[QUOTE=sargent99;42490827]What?[/QUOTE]
I think it was a complement on how realistic it looks.
[QUOTE=Antivirus_404;42489759]We don't sell weapons here[/QUOTE]
Thx man :)
[editline]11th October 2013[/editline]
so What now? start to work at Uv_map or not.
[QUOTE=sargent99;42492436]Thx man :)
[editline]11th October 2013[/editline]
so What now? start to work at Uv_map or not.[/QUOTE]
wait shouldnt you do the lowpoly first?
he's got a lp sitting at like 16k tris or something
[t]http://i.imgur.com/ZclERdu.jpg[/t]
those little holes man!!
[QUOTE=Juniez;42496574]he's got a lp sitting at like 16k tris or something
[t]http://i.imgur.com/ZclERdu.jpg[/t]
those little holes man!![/QUOTE]
couldn't he use a transparency map for those tiny holes? and he could be removing some of the sides of the wire you don't really see (areas close to the tube, anywhere away from the fp camera not to mention there's a lot of support loops and high detail in areas (grip, those loops on the rear of the launcher, and those wires) that could still be rid of.
[QUOTE=Juniez;42496574]he's got a lp sitting at like 16k tris or something
[t]http://i.imgur.com/ZclERdu.jpg[/t]
those little holes man!![/QUOTE]
Its good now?
[IMG]http://i.imgur.com/NAZWi3W.jpg[/IMG]
Should he add a jigglebone to the cable?
no
I dont think so, it seems the cable was meant to look rigid, also, it doesnt look loose enough to get jigglebones, IMO.
if jigglebones were to be added though they have to be really subtle or else you'll have a cable that looks like it's made from gelatin.
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