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Old 12-28-2006, 05:28 AM   #11 (permalink)
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It wins!
Looking awesome mate
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Old 12-28-2006, 06:14 PM   #12 (permalink)
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updated first post with link.
thx fragger
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Old 12-28-2006, 06:26 PM   #13 (permalink)
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Quote:
Originally Posted by thanez
updated first post with link.
thx fragger
Looking nice You mentioned before you're going to use some normals, for which parts? The reason I ask is you have a few stronger highlights for small details. Cheers
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Old 12-28-2006, 07:12 PM   #14 (permalink)
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i use normals to bring out texture and shape of basic objects, and not so much the details. i make my textures for the hl/hl2 games, and most of those dont have the luxury of spec/normal maps, so i use more time making the texture good than spec/normal maps.
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Old 01-01-2007, 01:09 AM   #15 (permalink)
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Hey Thanez

Looking real good man, love your texture work.

As for using it in a mod, as long as appropriate credits are given im cool with it

And FYI when i made the model i contacted a guy that had a real steel FNP90. I got him to measure up some distances mainly widths. So if anyone says it looks to thick, send him my way :P. But in most game engines i've accepted it does look a little thick :P
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Old 01-03-2007, 11:53 AM   #16 (permalink)
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The truth has been spoken. Thickness = win. I often request my releases to be fattened a bit to look better ingame, take twinke's m3 for instance

On another note, the texture is done, aswell as spec maps (aka _ref maps in css) but i dont have a compile yet with the highpoly mag, so i wont show ingames yet. i'll just say that im very pleased with the product. I'm not all sure if i'll do any normal maps, as spec maps look sufficient ingame. such a highpoly model doesnt really need normal maps

"renders" updated in the first post, also added is the alternative reciever that Soul_Slayer did
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Old 01-04-2007, 04:21 AM   #17 (permalink)
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good work dude, but you could've done a way better magazine texture
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Old 01-04-2007, 06:56 AM   #18 (permalink)
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Thanez, you use normal maps and specular maps on your models right?
Could you tell me how you make the files and what .vmt commands you use ?

I guess it's:

1 texturemap (no channels)
1 normal map with the specular map in the channels

I'll be needing to do this for our alien soon, and I'd like to know how it's done.
Thanks !

(very nice P90 btw! best I've seen ever)
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Old 01-04-2007, 07:16 AM   #19 (permalink)
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How about a first person render ? I also like to see the wires.

It looks great maybe more scratches
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Old 01-04-2007, 11:23 AM   #20 (permalink)
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Quote:
Originally Posted by WesleyTack
Thanez, you use normal maps and specular maps on your models right?
Could you tell me how you make the files and what .vmt commands you use ?

I guess it's:

1 texturemap (no channels)
1 normal map with the specular map in the channels

I'll be needing to do this for our alien soon, and I'd like to know how it's done.
Thanks !

(very nice P90 btw! best I've seen ever)
I'd assume it would go a little something like below

Code:
"vertexlitgeneric"
{
	"$basetexture" "models/weapons/v_models/thanezp90/map1"
	"$bumpmap" "models/weapons/v_models/thanezp90/map1_normal"
	"$halflambert" 1 //Decreases the contrast of diffuse lighting by half according to the position of the model to the light, anything greater than 90 degrees iirc has the effect applied
	"$nodecal" "1"
	"$model" "1"

	"$phong" "1"
//	"$phongexponent" 33 //overrides the exponent texture and is useful mid dev to get a quick overall specular term without painting a channel
	"$phongexponenttexture" "models/weapons/v_models/thanezp90/map1_exponent" //must be greyscale, I'll explain why in a jiffy
	"$phongboost"	"5" //overbrightening factor applied to the Phong mask channel
	"$phongfresnelranges"	"[0.03 0.4 0.7]" // [X Y Z] Adds rim lighting to a model
}
As mentioned, coloured phong/specular maps (or Albedo Tinting) as of now dont work in the current shader. Unless you can crack open a can of lollery on the SDK to enable it that is ;D. Also, you'd want to possibly add a phong mask to the alpha channel of the Normal Map, This mask defines the intensity of the Phong highlight per texel. Black represents the lowest intensity and shows no Phong highlight at all, whereas white is brightest, or full intensity for that texel. The Phong exponent defines the "gloss" or "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. Much like the specular settings in max (Specular vs Gloss in the Material Editor).


ps. lovely work Thanez, now get on with the FCAM ;D
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