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#76 |
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New goal: Platinum spam
Join Date: Dec 2004
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tyjotr: good start, but you can add a whole lot more stuff in there. atm its just barren. add some more props, weapons and what not and alter the "flame"thing on the side of the wall. way too obvious that you copy-pasted em...
hope this helps a bit :P gl dude.
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#77 |
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Evil is an Artform
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Thanks for the tips
![]() Not sure what ill add, but ill think of something ![]()
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell |
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#78 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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tyjotr: what does your oppacity map look like?
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#79 |
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Evil is an Artform
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white where i want things to show and black where i dont
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell |
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#80 |
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Reputation beyond repute
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you have it placed in the oppacity map slot? If you have any spec map stuff on, turn it off. They screw with your oppacity.
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#81 |
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Evil is an Artform
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ive got no spec maps. Would it work if i set a gradient from black to white? or does only white + black work?
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell |
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#82 |
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Reputation beyond repute
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gradients work.
if your oppacity has a hard line where white and black meet, then that would be why your getting the result you have. As long as your oppacity map is a grey scale, it will work, so the gradient is good to go. |
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#83 |
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Evil is an Artform
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great, ill sort that out now then
![]() Thanks BiG ToE
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell |
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#84 |
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Evil is an Artform
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Just been working on the lighting a bit, and ive finished the portal/light things.
![]() Now onto more the props! ![]()
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell Last edited by tyjotr; 10-08-2007 at 04:41 PM.. Reason: added more to the scene |
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#85 |
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Registered User
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I will be joining this one and will be going with an apocolyptic destroyed ruins environment. It will be fantasy/sci fi.
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#86 |
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Registered User
Join Date: Aug 2006
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on my florecent lights i turned up the self illumination but i cant get it to cast light on other objects in the scene. plus i messed around with fog, but it just looked like there was a fire in the room. i want to get a lightsaber like glow to it and have it effect its environment, but im not sure how.
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#87 |
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3d Addict
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I've got a question about texturing the environment. Right now the approach im taking is to model everything and then to unwrap my whole model and texture it all in photoshop, is that the best approach? A friend told me that I don't have to go through this approach and that I can make procedural maps instead, which one would be the best approach to take for the game industry? Im actually not even quite sure what procedural maps are to be honest.
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#88 |
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New goal: Platinum spam
Join Date: Dec 2004
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well, despite the problem i had with a scene refusing to open, i remade some of the stuff i made and also added some more details and even a new vehicle.
hope you all like and c&c welcome ![]()
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NEW SIGNATURE! aint it pretty? |
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#89 |
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Evil is an Artform
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Another update... Messing with the textures some more, they are still really blurred so I'm sizing up the textures a slight bit (still way under the budget though)
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"Light a man a fire and he will stay warm for hours, light a man on fire and he'll be warm for the rest of his life" Tyler Trevell |
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#90 | ||
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Quote:
![]() ![]() If got the mesh set to 100% self illumination, and then the lights placed inside ofthe mesh. I then set the lights to ignore the mesh because if I don't, the light wont shine threw. Quote:
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