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kaioh_shin_world map

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rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Acaryus wrote : This is the one TRL made Smile



yes but it's one draw it's not of 3D *laughing out loud* Very Happy

TRL View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Nice work rasengan, your texturing talents are growing and growing.

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, May 22, 2011

thanks trl! ,you are also very good ,I love your palace map

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Good Job Rasegan

SAMCROSS View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Update :

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, May 22, 2011

and that ! Smile

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, May 22, 2011

slam the sword looks awesome.

mcgrass Beta Trapezoid View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Dokumas wrote : slam the sword looks awesome.



Like You could grab it through the monitor... woooow

TRL View user's profile Send private message

Reply with quote 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 Razz)

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.

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, May 22, 2011

TRL your mean Samcross does speak good English

Rasengan English vacuums

SAMCROSS View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Here goes another update (In the future there will be another rock under the main one) :

TRL View user's profile Send private message

Reply with quote Sunday, May 22, 2011

Aha, you guys forgot that rocks don't float on water and it was only the tip of the iceberg. Wink

Damaera View user's profile Send private message

Reply with quote 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

Baldwin Lost Soul View user's profile Send private message

Reply with quote 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!

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote Monday, May 23, 2011

uvmap shadows? :S

Baldwin Lost Soul View user's profile Send private message

Reply with quote 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)

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote 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 Crying or Very sad

Damaera View user's profile Send private message

Reply with quote 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

Baldwin Lost Soul View user's profile Send private message

Reply with quote 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.

Amanda View user's profile Send private message

Reply with quote Monday, May 23, 2011

this looks nice

Zeth The Admin View user's profile Send private message

Reply with quote 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).

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Monday, May 23, 2011

little test of my new tree Smile

Baldwin Lost Soul View user's profile Send private message

Reply with quote 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.

Damaera View user's profile Send private message

Reply with quote 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.

Baldwin Lost Soul View user's profile Send private message

Reply with quote 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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