Author |
Message |
rasengan
Gradual Miracle
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Sunday, May 22, 2011
Acaryus wrote : This is the one TRL made 
yes but it's one draw it's not of 3D *laughing out loud*
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TRL
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Sunday, May 22, 2011
Nice work rasengan, your texturing talents are growing and growing.
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rasengan
Gradual Miracle
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Sunday, May 22, 2011
thanks trl! ,you are also very good ,I love your palace map
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Dokumas
Jamaicabronx
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Sunday, May 22, 2011
Good Job Rasegan
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SAMCROSS
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Sunday, May 22, 2011
Update :
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rasengan
Gradual Miracle
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Sunday, May 22, 2011
and that !
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Dokumas
Jamaicabronx
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Sunday, May 22, 2011
slam the sword looks awesome.
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mcgrass
Beta Trapezoid
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Sunday, May 22, 2011
Dokumas wrote : slam the sword looks awesome.
Like You could grab it through the monitor... woooow
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TRL
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Sunday, May 22, 2011
The french dudes are teaming up. It's nice to see. I bet your communication is a lot better than it is with any of us. (because your English vacuums )
I like the sword, but don't be afraid to go wild on shadows, same for the rock, because I don't see any depth in it yet.
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Dokumas
Jamaicabronx
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Sunday, May 22, 2011
TRL your mean Samcross does speak good English
Rasengan English vacuums
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SAMCROSS
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Sunday, May 22, 2011
Here goes another update (In the future there will be another rock under the main one) :
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TRL
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Sunday, May 22, 2011
Aha, you guys forgot that rocks don't float on water and it was only the tip of the iceberg.
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Damaera
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Sunday, May 22, 2011
Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
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Baldwin
Lost Soul
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Monday, May 23, 2011
Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows!
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Denz
Exploitative / Efficient
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Monday, May 23, 2011
uvmap shadows? :S
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Baldwin
Lost Soul
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Monday, May 23, 2011
Denz wrote : uvmap shadows? :S
Reference my Tournament Map, look in Tournament Map/Shadow maps, You'll see that the shadows the done manually(Uvmapped)
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Dokumas
Jamaicabronx
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Monday, May 23, 2011
Baldwin wrote : Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows!
You'll export it and never release it like you did with Kame house
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Damaera
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Monday, May 23, 2011
Baldwin wrote : Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows! Oh Baldwin.. always have to get your dirty hands on everything.
also, what does brushes have to do anything? whether it's made in 3dsmax or that program you use to put collision stuff in, it'll still be a waste of polies.
also, do you even know how UV mapping works? you can't even UV map shadows *rolling on floor laughing*
also 3, hai denz! ignore Baldwin, he likes to give the idea that he knows what he's talking about a lot, but he really doesn't. he just sees words that Brad uses and tries to use them to sound smart
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Baldwin
Lost Soul
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Monday, May 23, 2011
Damaera wrote : Baldwin wrote : Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows! Oh Baldwin.. always have to get your dirty hands on everything.
also, what does brushes have to do anything? whether it's made in 3dsmax or that program you use to put collision stuff in, it'll still be a waste of polies.
also, do you even know how UV mapping works? you can't even UV map shadows *rolling on floor laughing*
also 3, hai denz! ignore Baldwin, he likes to give the idea that he knows what he's talking about a lot, but he really doesn't. he just sees words that Brad uses and tries to use them to sound smart
10brushes equal's to 1 poly, so it's NOT a "waste of poly", you can even have those planets rotate, just having a planet texture attached to a sky texture, it's like the first generation of Skyboxes, we have the foundation(3Dskyboxes), let's USE it! And yes, you CAN uvmap shadows. I've done it in the tounament map.
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Amanda
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Monday, May 23, 2011
this looks nice
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Zeth
The Admin
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Monday, May 23, 2011
I think Baldwin is referring to using a either [a] using the existing UV data to bake shadow/lighting data or [b] using a separate independent/unique UV channel exclusively for the same.
Since standard UV mapping is more or less just creating a translation space between 2D and 3D, there's absolutely no reason why you couldn't use it for any type of texture data -- including shadows.
To go even further in support of the concept, technically, you can use the TEXCOORD data (or ANY vertex attribute in a 3D mesh for that matter) to represent ANYTHING you'd like. TEXCOORD attributes can hold anything from tangent/bitangent values, PRT/LDPRT values for use in dynamic lighting/shadows, physics material data for the mesh, or even custom data relevant to your game (like concentration of energy or softness/sharpness for a region.)
If you want to secretly embed a video/image/sound in the unused attributes of your 3D models, there's absolutely nothing stopping you (besides overall space).
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rasengan
Gradual Miracle
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Monday, May 23, 2011
little test of my new tree
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Baldwin
Lost Soul
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Monday, May 23, 2011
Zeth wrote : I think Baldwin is referring to using a either [a] using the existing UV data to bake shadow/lighting data or [b] using a separate independent/unique UV channel exclusively for the same.
Since standard UV mapping is more or less just creating a translation space between 2D and 3D, there's absolutely no reason why you couldn't use it for any type of texture data -- including shadows.
To go even further in support of the concept, technically, you can use the TEXCOORD data (or ANY vertex attribute in a 3D mesh for that matter) to represent ANYTHING you'd like. TEXCOORD attributes can hold anything from tangent/bitangent values, PRT/LDPRT values for use in dynamic lighting/shadows, physics material data for the mesh, or even custom data relevant to your game (like concentration of energy or softness/sharpness for a region.)
If you want to secretly embed a video/image/sound in the unused attributes of your 3D models, there's absolutely nothing stopping you (besides overall space).
Exactly.
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Damaera
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Monday, May 23, 2011
Baldwin wrote : Damaera wrote : Baldwin wrote : Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows! Oh Baldwin.. always have to get your dirty hands on everything.
also, what does brushes have to do anything? whether it's made in 3dsmax or that program you use to put collision stuff in, it'll still be a waste of polies.
also, do you even know how UV mapping works? you can't even UV map shadows *rolling on floor laughing*
also 3, hai denz! ignore Baldwin, he likes to give the idea that he knows what he's talking about a lot, but he really doesn't. he just sees words that Brad uses and tries to use them to sound smart
10brushes equal's to 1 poly, so it's NOT a "waste of poly", you can even have those planets rotate, just having a planet texture attached to a sky texture, it's like the first generation of Skyboxes, we have the foundation(3Dskyboxes), let's USE it! And yes, you CAN uvmap shadows. I've done it in the tounament map. It's still a waste of polies if you can make it look nice (nicer) with a properly painted skybox.
Also, no, you can't UV map shadows. I'm sure you're referring to bakes, which isn't really considered UV mapping shadows.
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Baldwin
Lost Soul
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Monday, May 23, 2011
Damaera wrote : Baldwin wrote : Damaera wrote : Baldwin wrote : Damaera wrote : Baldwin wrote : You should take the planets out of the sky texture, and use spheres in the distance. waste of polies
Have you ever heard of Brushes? :S Also, good job guys! I'd love to export this map! If you don't mind, toss it over and I'll export it, heck if I'm in a good mood, I'll uvmap shadows! Oh Baldwin.. always have to get your dirty hands on everything.
also, what does brushes have to do anything? whether it's made in 3dsmax or that program you use to put collision stuff in, it'll still be a waste of polies.
also, do you even know how UV mapping works? you can't even UV map shadows *rolling on floor laughing*
also 3, hai denz! ignore Baldwin, he likes to give the idea that he knows what he's talking about a lot, but he really doesn't. he just sees words that Brad uses and tries to use them to sound smart
10brushes equal's to 1 poly, so it's NOT a "waste of poly", you can even have those planets rotate, just having a planet texture attached to a sky texture, it's like the first generation of Skyboxes, we have the foundation(3Dskyboxes), let's USE it! And yes, you CAN uvmap shadows. I've done it in the tounament map. It's still a waste of polies if you can make it look nice (nicer) with a properly painted skybox.
Also, no, you can't UV map shadows. I'm sure you're referring to bakes, which isn't really considered UV mapping shadows.
It's not about making something look "good" it's about effort.
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