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Everything posted by Sennacherib
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yeah, i know but with the normal mapping, you take the image of the high polys model to put it, on the low poly model, so his high poly model will be useful for Arma.
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the new textures:
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not a problem, with the normal mapping
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yeah, great news
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add the shadows, and some dirt, and that will be great.
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where exactly? i tried with unwrapper but i diddn't see anything btw: i'm not a pro, i learn 3dsmax and all that stuff only for my pleasure. this is why, i like to have some help
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because the screensshot can't match with all the faces, and i don't want to do tons of screenshots yeah, but for a real lighting in max, you need to put different textures in specular etc, and o2 and ofp don't support that. but i found a tutorial (in french) which maybe could help me, i must try it. in fact the Naja is a snake like the cobra; the complete name is cobra Naja : http://en.wikipedia.org/wiki/Naja
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good luck.
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yeah, these are the size for the textures in any games the size of the texture is chosen in texporter
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well you can see the new lighting effect done with a filter; i'm rather satisfied of course, it's not finished
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why make that? edit: sorry, i understood
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great plane, as usual please, a Saab gripen would be great?
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T.A.F is Thyria armed forces yep i know for the bump mapping, but i like to try different things. for now i use some filters in photoshop, that seems good for the moment. yeah, and the normal mapping too yeah cool, for the ennemies
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in oxygen, you have import ---> 3ds, normally the textures follow the model; if your textures are TGA or GIF files. i work like that and that works fine.
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ok, i sent you a pm the problem is that i don't know how to import the bump mapping in o2, that works fine in 3dsmax, but in max i have differents files for one texture. and it's impossible to have the same thing in o2. thus, i will try to use the gradiant tool in photoshop etc. that all folks
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wow too complicated: if you have 3dsmax, you need only o2 for the lods. you can do the texturing in 3dsmax, and import the WHOLE model ( a good model must have different pieces).
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use binarize
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yeah, i know "save to texture" to add a lightingmap o2 what is it ? in fact, i don't like the effects done with o2 or with the emission, specular etc wrote in a cpp, it's not good at all, for a tank.
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yeah sorry it's also at ofp info
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you can dl some droids at ofp info (made by cpt moore), and also some cool vessels
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yeah i thought of that, for the moment there are 2 words T.A.F and the name of the tank :naja thx for you reply, i appreciate much btw: is it possible to add : ambient, emission and specular with photoshop. my example is a new vehicle for UT2007, and i tried a lot of things to have the same effects, but that doesn't work (that works in 3dsmax but not on the textures.) I do not manage either to create a metal effect
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the texture of the hull in progress top view: perspective view: edit: the blue is not the final
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the question: do you have a dog addon? if yes remove it. for the mercs: i have the same problem (i don't have the dog), but the others work fine. you must have a conflict with some addons.
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in the picture, which helicopter is this?
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@Shinkansen, the old tank doesn't match with my new idea @Redpride, no no no no @all, the first project is dead, that mean the old tank (this one ) and the jeep, i keep the first apc