Maroon's Modeling Corner [Cleaver of sorts 28/6] - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Models and Textures (https://forum.nordinvasion.com/forumdisplay.php?fid=78) +---- Thread: Maroon's Modeling Corner [Cleaver of sorts 28/6] (/showthread.php?tid=8721) |
Re: Maroon's Modeling Corner - MadScotsman - 08-05-2013 I really like these models, keep up he good work Re: Maroon's Modeling Corner - Senni - 19-05-2013 Just remembered, you have to save the texture with a alpha as DXT 3 or 5. Sorry! have exams atm, will be back properly on the 24th. Re: Maroon's Modeling Corner - Maroon - 19-05-2013 I'm using photoshop, and when I save my alpha texture (I've created 2 seperate files; one normal texture, and one alpha), it doesn't give the option of saving it as DXT 3 or 5. The options I get are as follows: BMP GIF EPS IFF PCX RAW PNG TGA TIF Anyone of those I might use? Edit: Nvm, fixed it with Senni on IRC Re: Maroon's Modeling Corner - Niezdara - 05-06-2013 (07-05-2013, 02:42 PM)Maroon link Wrote:I've made a different model now (completely different), also textured it, and created another alpha channel. The problem I stated above also goes for this model, though. The texture on the shiny parts seem distorted, with random stuff appearing in it. Also, these 'extra' textures change every time the texture is loaded. Is it a problem with the shader I use (specular_shader_skin_bump_high)? I experience a similar problem. It looks like my model use a wrong normal and specular map ingame (actually it shouldn't use any since they aren't done). In openBrf everything seems fine, but ingame is not unless a shader quality is set to low. There is no alpha channel. Did you find a solution to your problem? Re: Maroon's Modeling Corner - Maroon - 05-06-2013 Yep, I did! It's a bit of a workaround, but I'll explain it here (thanks go to Senni for telleng me, by the way).
Re: Maroon's Modeling Corner - Deer - 08-06-2013 that looks really good. love the bluish glow Re: Maroon's Modeling Corner - Pikeman - 08-06-2013 Any chance this is going to be added? i know its a bit too fantasy but still looks incredible Well done maroon ! Re: Maroon's Modeling Corner - Senni - 09-06-2013 Bit too fantasy oriented to be added, even though it is a great model maroon Re: Maroon's Modeling Corner - Maroon - 09-06-2013 (09-06-2013, 06:48 PM)Senni link Wrote:Bit too fantasy oriented to be added, even though it is a great model maroon I'll see if I can make a bit more realistic texture for this weapon. Too bad I'm no good as a texturer. Also, I was wondering, could you tell me how to create a bag of bolts or a quiver with the bolts/arrows in it, and having them disappear when you shoot em? Because I might try making bolts or throwing spears or something. Re: Maroon's Modeling Corner - Senni - 09-06-2013 Hmm I will have to check how to do that myself Texturing wise: 1)Try to use/make a relatively simple base texture. 2)Add on all the detail later (scratches [white/grey brush small], used edges or areas [medium-light grey brush] etc) have a look at narf/faradon's models. 3)AO, shove it in a layer above and multiply that badboy. 4)if I made a blade of some kind, I like to dark the areas around the hilt, and have it fade as you go up the blade, with it darker up the center. (Dark blob + smudge tool in a different layer). Take a look around, real life and models, see if there is any stuff you like the look of. |