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#11 (permalink) |
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Freelancer
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Sampson: I did indeed know you were doing a connon, I even found your reference image for you..
They're quite different though really ![]() Guybrush: You're allowed to model highpoly models and bake them indeed ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 05-05-2009 at 08:03 AM. |
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#14 (permalink) |
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Senior Member
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Cannon Fodder!!
Okay, here is my attempt, i could probably make it look better if i stuck it in UE3, only just used that 3DSMax shader, not sure if I've done it right.. :S
TEXTURE MAPS (50%) Diffuse Map - 1024x1024 Normal Map - 1024x1024 Specular Map - 1024x1024 INFORMATION Completed in 75 minutes Diffuse, Specular and Normal RENDER ![]()
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#15 (permalink) |
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Frequenter
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Grizzle, I get the feeling the Max shader you used doesn't support spec/normals in realtime, they don't appear to be showing at all in your screenshot. Have you tried using the shader linked on the previous page, and making a nice lighting setup for it?
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#16 (permalink) |
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Amateur Artist
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Well that was fun!
Some parts are a bit rushed but I like how it turned out overall. ![]() Maps As you can see I used a seperate map for the AO. I just didn't feel like unwrapping the model better. And Tiros' unwrap wasn't very AO friendly to be honest. Placing the AO on a 2nd UV channel like I did is not how you should do it normall for props like this.
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Environment artist - Portfolio |
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#18 (permalink) |
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Senior Member
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hey was just wondering if someone could link me to either a thread or an actual tut or even just telling me how to work with textures in UT3 editor. I can import the model in as a .dae file. I've managed to create a material within the editor, but can't figure out how to apply files for the texture maps and how to connect it to a mesh. Does it have to do with referencing?
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#19 (permalink) |
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Freelancer
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After importing the mesh and the textures, and creating a material, select a texture, one by one, and hit "T" and mouseclick on the background of the material node-setup, or drop a texture-node in there, not quite sure what it's called.
Plug all your textures in to their respective nodes, and then add the material to your model by going into the properties of your model through the egeneric browser, expand the lod-menu to your right, and eventually you'll get to a material-slot. Select your material in the generic browser, go back to the model properties and hit the small green arrow in that selection box. That should do it, and if you still don't understand, then I guess someone'll have to dig up a tutorial. Should prolly be one in the Big Tutorials Thread though ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#20 (permalink) |
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Amateur Artist
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![]() - Double click on your imported mesh to open up the above window. - leave the window in the back and open up the generic browser. - Select the material you want to apply - Click on the mesh window - Then click on lod info and go down like I did. - Where it says material click the green arrow.
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Environment artist - Portfolio |
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| The Following User Says Thank You to TheCorey For This Useful Post: |
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