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Old 22-03-2009, 01:39 PM   #21 (permalink)
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pretty interesting scene so far, i'm guessing you probably going to keep most of the textures and add some decals. so how how many decals do you think you will be placing in this scene.
also i know your doin stuff for the walls, floor, and ceiling, but do you plan on putting them somewhere else
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Old 22-03-2009, 09:34 PM   #22 (permalink)
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Quote:
Originally Posted by Thefirston View Post
pretty interesting scene so far, i'm guessing you probably going to keep most of the textures and add some decals. so how how many decals do you think you will be placing in this scene.
also i know your doin stuff for the walls, floor, and ceiling, but do you plan on putting them somewhere else
Im not planning on using that many decal, just a few if I need them, it will all be texture work and I really didnt leave any space in my texture sheet for decals, so I'll just have to work my way around that.

What do you mean with: putting then somewhere else?
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Old 01-04-2009, 01:41 AM   #23 (permalink)
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hey, another update in marmoset toolbag, I had to bake lighting, AO, shadows and speculars into one diffuse map cuz im not sure if I'll have the time to bring everything into UE3, still need to work on some texture that are missing or are wrong.







Diffuse, lighting, AO, shadows and speculars


Diffuse, AO
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Old 01-04-2009, 05:31 AM   #24 (permalink)
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Looking great so far but (yes theres always a but xD) its a dirty rusty room. Looking at the referenz pictures its just a soft and light specular. Your lights are way too strong on the walls and the floor.

I've never seen a to diffuse mapped specular isn't it use less in motion ? (I know we just need stills in this competition).
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