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#21 (permalink) |
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Senior Artist
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I watched the vids and they were really good, it cleared up a few things about Unwrapping that I didnt know and really helped me understand texturing a bit more. I just have a few questions:
1. You made a black and white specular map and put it in the alpha channel of the TGA. Does this mean Source doesnt support colour speculars? 2. You didnt make a normal map. Is this because Source doesnt show normal maps as well as other engines or because you wanted to concentrate on doing the diffuse with lighting? 3 How about cube maps? or are those done by the mapper and specific to each map? i.e skybox... Thanks Mist |
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#22 (permalink) | |
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New Artist
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Quote:
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#24 (permalink) | |
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Senior Artist
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Quote:
Yep, Source uses a black and white image for the specular as it takes the information out of the alpha channels of the .TGA's Also, why do people use colour speculars, i have never done it before my self and have not had anytime to look into it. 2. I didnt do a normal map just because I personaly feel they dont make to much difference to a first person weapon, im sure diffenet people have different opionions on the matter but another reason is im trying to keep the tutorials simple and it really gives me more work to do. 3. The specular map (tga alpha) gets its shiney propoties from the cubemap entities fround throughout the maps and which are placed in within hammer. Its a little funny and it can be quite hard to get it looking right ingame but there are ways of doing it ![]() Lastly the animation parts of the tutorial bar one small "correction" tutorial are done but my internet is done so i'm unable to get them uploaded It really sucks because i want to get them up but im afraid people are going to have to wait. I have no idea how long people are going to have to wait for but i will be getting them up as soon as possible! |
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#25 (permalink) |
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Senior Artist
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Color speculars are if you want the object to reflect a different color light. Instead of white highlights, for example, you want colored highlights. I think Source actually does support them in a way if you use the new "phong" shading they have for characters, but for objects and stuff the black and white spec is still how it does it.
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#27 (permalink) |
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New Artist
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awesome thanks Stormy , but iam stuck on 09 Texturing 1 . 3ds max 6 is shit
lol i need to get 8! or 9! lol , i cant render my unwrap UVW thing lol sooo gay! lol ![]() and here is a pic of my glock ,just bored trying to get 3ds max 8 >< lol my glock is shit , 1st thing i have made in 3ds max!!! |
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#30 (permalink) |
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New Artist
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Try using the 'Faster Host' link at the bottom of the first post, i think thats all the files in one
So can't anyone help me with the crappy picture quility in the viewports? i can't use reference pictures because the quility sucks > ![]()
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LinkBack to this Thread: http://www.game-artist.net/forums/spotlight-articles/2720-tutorial-creating-weapon-source-part-2-a.html
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| realistic render - Military-Meshes.com | This thread | Refback | 09-10-2007 05:01 PM | |
| help finding modeling program - Page 2 - Project Reality Forums | This thread | Refback | 09-01-2007 06:45 AM | |
| help finding modeling program - Project Reality Forums | This thread | Refback | 08-28-2007 04:20 AM | |