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#13 (permalink) |
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New Member
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Here is my WIP done in Blneder. I have most of parts identified; used Vertex Group function that worked quite nicely that separated elements out and display its UV map. From it, I threw in some colors to make the diffuse map with AO mixed in. Than, the file came out over half a Meg with some JPG compression! 2048 x 2048 is a big image file! My Photo Paint working file with layer and masks is at 13Meg! How are you all managing to keep the file size down?
What is bugging me now is the specular highlight. In many places highlight don’t follow the corner or the faces and it looks like a blob! Now, the rendered image looks fine but what you all are looking for is the Game Engine display screenshot right? There, I have a blob. ![]() |
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#14 (permalink) | |
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Forum Leader
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@mDale13- Looks like a good base. Just remember, you have to credit svcoyle in ALL PHASES of production. Keep going!
![]() @nik3sp33d- In the hypershade, you can double-click a shader to view its properties. Click on the little checker box to the right of the "transparency" settings and choose to connect a "File" from the list that pops up. From there, you can navigate to the alpha texture. Quote:
I do all my painting in Photoshop, and I control my file size by using: file / save for web & devices / optimize to file size. It looks like there isn't enough variation on your spec map to control those highlights, which is why you're getting a blob. Also, make sure you're smoothing groups are set up correctly. Lastly, you don't have to do a game engine screentshot... Everyone is allowed to submit a real-time screenshot OR a render. It's all good!
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
Last edited by Polygoblin; 19-12-2010 at 12:01 PM. |
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#16 (permalink) |
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Senior Member
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are we allowed to alter the normal map? there are a few details i would like to add. thanks!
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Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#17 (permalink) |
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Forum Leader
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Yes, you are allowed to do whatever you want with the maps. You can add to it, alter it, or even create new ones (if you saw fit). However, you CANNOT alter the low-poly model at all (you may tweak the UVs, if you like).
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#18 (permalink) |
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Senior Member
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thanks for the info!
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Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#19 (permalink) |
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Senior Member
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wip2
hey guys! did some more work on the telescope today. took it in a slightly different direction. intended to be something like a wizards telescope (or something!). any tips on the brass? i am having a hard time getting the specular correct.
![]() Uploaded with ImageShack.us
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Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#20 (permalink) | |
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Frequenter
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Quote:
![]() I like your version btw, very clean and a nice way to handle the materials. I learned a bit from you work, how to set up some materials etc. I am fairly new to realtime design so :P mdale13: Cool and original take on it, I'm curious what your final version is going to look like I already like the normalmap details, also smart to put in some stripes on the top scope. I was almost ready to steal the idea, but it's yours If i look at the brass material i think mine is to bright, and your brass a bit dimm. Though i also don't know if my monitor is 100% at settings lol!Last edited by Nymuz; 20-12-2010 at 05:44 PM. |
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