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#11 (permalink) | |
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Game-Artist.net Admin
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Quote:
http://www.game-artist.net/forums/showthread.php?t=1615
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#16 (permalink) |
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Senior Artist
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Check these out, great links:
http://www.iddevnet.com/quake4/ArtRe...eatingTextures (good too, but I myself dont greyscale everything) http://www.iddevnet.com/quake4/ArtRe...e_SpecularMaps |
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#17 (permalink) |
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Game-Artist.net Admin
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I knew there was a tutorial out there that explained this workflow, couldn't find it for the useful links. I'll add it to the first post...
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#19 (permalink) |
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Game-Artist.net Admin
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Yes, floors and ceilings are allowed to
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#20 (permalink) |
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Game-Artist.net Staff
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Some people seem to be getting a bit confused as to what we're looking for here. I'll have a go at clearing it up :P
Here's an example of some tiles and a breaker; The tiles are pretty generic and seamlessly tile together - usual sort of thing. The breaker is able to seamlessly fit between two tiles, but it includes some kind of unique detail or attribute that serves to "break" the monotonous tiling. We're looking for 3 sets of 2 textures. Each set would include; One 1024x1024 generic tile One (1024 or 512 or 256)x1024 breaker tile |
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| The Following User Says Thank You to Talon For This Useful Post: |
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