namman2
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Posts posted by namman2
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it's awful in a POSITIVE way
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1st it looks awesome :D
but the textures looks too clean , and as said above the shadows have some open points
and maybe some parts are just too smooth?
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yeah it has to be in the power of 2 you could change the dimension to 4096x2048 the uv lay out will still be the same and it should work
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if you use the search button you'll find the solution here
but here it is anyway:
what you should do is compress all the paa/pac textures , if you dont know how to do that (there's a tool you'll find on armaholic/armedassaul.info to de/compress) just convert all your textures to tga and make buldozer convert them to paa/pac
and that should solve the problem
be advised that every single texture must be compressed or the problem will still exist
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sry i was mistaken :(
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when exporting there's an option convert to tries just uncheck that
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it always feels great to crash something that looks that great :D
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@PlacidBox pls keep on the great work :D that tool will be very very usefull
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@Banderas
i was hoping no one would notice that XD
but it's just a bug the gun will have limited rotation
naman those textures are actually really nicethnx :)
but still they can get better
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more WIP screens
1st the nagmachon (model by jake crappy textures by me)
http://www.idfsquad.com/downloads/milesteg/NagmNv.png
http://www.idfsquad.com/downloads/milesteg/NagmNv2.png
2nd the merkava mk3 (hull by alm model works the turret by mikebart crappy textures by me 2 )
http://www.idfsquad.com/downloads/milesteg/MKIIInv.png
3rd mk3d (model by alm model works textures by me )
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afaik that AB trail will be hidden inside the hull and when the rpm goes up it will slowly come out from the nozzle so just keep pressing "Enter" and when you get to rpm animation activate it using "["and"]"
or it's just as S_A said a bug
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That is anything but realiable for hard surface modelling. Even on organic ones is might end up in craptrue :(
well going 3d with every thing might look better so that would be great but you know the AH-64 must be playable(although i dont thing adding more ploys will affect the fps that much) so ,pls keep on the great work ;)
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Awesome work !
as for the unwraping it looks like he'll be baking the details on a lower poly model so he can use auto unwraping witch would be a bit easier
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looking great !
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i'm afraid that you wont hear from me for a while since my dell piece of shit got toasted to to hi Humidity in the air :(
never ever buy dell shit of crap
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not really since you can see much from the glass
sorry :(
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ok here's v1.9999 of the MaxxPro
what's new is :
Topas textures :D
no more errors in rpt
add rhino variants
optimized the lods
links :
this version is not 2 because i might work more on the interior and add more eye candy stuff (eg strechers , road cones ,etc)
and still no thermal maps :(
edit :
WiP on the Caiman the exterior is like 80% done and i'm working on the interior atm
http://www.idfsquad.com/downloads/milesteg/Caiman15.10.jpg
http://www.idfsquad.com/downloads/milesteg/Caiman15.10.2.jpg
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Wow!,
I'm speechless.
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that happens because of smooth edges just select the left side for example and press "U" to make it a sharp edge
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I love you, and truly have an unlimited amount of respect for your skills.I'm also really jealous of you. :p
Abs
that makes 2 of use XD
awesome work
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the square grill will do the job
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no no not 3d max all you need to do is just export using o2 to .3ds format and xnormal will import it and bake all the textures
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Myke;1763376']@namman2baking? Do i look like a Bakerman? ;)
Mate' date=' i'm using O2, actually i can only guess what "baking" means. So you might get an idea what i [b']can[/b] do and what not. :p
not baking bread it's just a term for render to texture method
anyway here's a good link explains what it does
all it need for a good texture baking (hi 2 low) is that the low poly model to be uv mapped it doesn't matter how it's uv mapped as long as there are no overlapped faces in the uv editor
and just export both the low and hi models 2 3ds and then use this tool xnormal it's free and does the job good enough
hopes that helps
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@Myke :
you reduced it by remodeling and only making the obvious stuff and use the hipoly model as refrence and then bake the details from hipoly to lowpoly model
Proxy
in ARMA 2 & OA : MODELLING - (O2)
Posted
you can use any proxy in p3d format so it doesn't matter if it's a mlod or an odol p3d