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Old 11-20-2008, 01:41 PM   #1271 (permalink)
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AE: some improvement for sure. I think the wear is a bit too soft and fadey on the rubbed away graffiti tag, some harder chips could help it read a bit better. Is it painted into the diffuse directly? if so is the truck mirrored uvs for the sides?

it could be cool to use another uv set with the decals and add dirt onto it, that way you could easily iterate and create multiple versions of the truck, especially if you changed the base paint color by using instanced materials and masks in unreal. these could be the same unique uvs that you could use for lightmaps as well. I think hourences site might have some tuts for this but it may have been on the CE edition dvd of unreal.

For the normal issue in UE, I would make sure your channels are using the full range, a quick look in the levels of each might show some flat values that you could knock out to boost it a bit. if its still fairly weak you could either boost it in pshop with the overlay and neutrailize the blue channel method or use a multiply in unreal with a constant 3 vector with the values of 1,1,0 or anywhere between 0-1 for the 1st 2 values if it seems overpowered after you apply it.

it really depends on your final output, do you want to render it or display in unreal, if unreal then make your tweaks so it looks best in that.

Last edited by PixelMasher; 11-20-2008 at 02:13 PM.
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Old 11-20-2008, 03:12 PM   #1272 (permalink)
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Specular power is like glosiness in Max. It needs a number from 1 to 200. Where 1 has a really big specular spot and 200 and really small one.

check this out:

UDN - Three - MaterialsTutorial

Offset bumpmapping might be interesting for you. The rest of the page is also nice to know.
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Old 11-20-2008, 03:14 PM   #1273 (permalink)
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I think it's time Arman got himself a WIP thread.
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Old 11-20-2008, 05:16 PM   #1274 (permalink)
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Quote:
Originally Posted by glynnsmith View Post
I think it's time Arman got himself a WIP thread.

done
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Old 11-22-2008, 06:51 AM   #1275 (permalink)
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Hello, I'm new overhere. I have made some maps with Radiant for games like MOH and COD. With the UT Tools i made some maps for Red Orchestra Ostfront. Recently I started to learn a 3D program to import meshes in the UT3 editor. Hope to learn here some more tricks and workflow to improve my work.

Right now I'm testing and trying to create meshes and build a realistic industrial area with the UT3 editor. Keep in mind i'm new with modelling

Some screens:

Except for the light and the blue dumpster all meshes are custom build.



Some earlier screens. Here I used more UT stock meshes. By the way I lost this file :

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Old 11-22-2008, 06:57 PM   #1276 (permalink)
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just posting progress, so gotta finish this dude before i start the boss comp...
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Old 11-22-2008, 07:25 PM   #1277 (permalink)
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Absolutely LOVE the proportions on him, dude. Normal map's working very well, too.

Plz finish him tonight.
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Old 11-22-2008, 07:49 PM   #1278 (permalink)
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Hahah, yes! He's awesome

Digging that his number tag has to be sellotaped onto his body, too.
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Old 11-22-2008, 10:41 PM   #1279 (permalink)
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just wondering about the colors - thinking ill revert back to the norm skin tones for a more human color scheme.....
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Old 11-22-2008, 10:48 PM   #1280 (permalink)
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Hmm, I had sort of pictured him a mutant green.
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