cl10k
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Everything posted by cl10k
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the lowpoly was a box without any overlapping
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wrong! we should stay true to our principles and ideals - no matter what others might do!
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i've tried xnormal now. but have a weird result. any idea what went wrong? or any link to a good tutorial?
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i've tried xnormal now. but have a weird result. any idea what went wrong? or any link to a good tutorial?
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i'm not sure about the us medics, but german medics all carried small arms like pistols, uzis, g3 or g36. i was in the medical service for 5 years and afaik the geneva agreement doesn't prevent medics from carrying rifles, but only for selfdefense. edit: my fault, lor already explained it...
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@sniperuk02: there is always an interest in addons modelled that good!
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uh the apache looks mighty fine
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i don't think it was ment in a offensive way and since this is MY! topic everybody behave! but i agree with you d@nte, i think it is totally overkill to build a highpoly just for scratches and stuff @Delirium: thx for the hint towards xnormal, i read about it some time ago and since maya normal mapping is making trouble on my comp i will definetly give it a try!
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i don't think it was ment in a offensive way and since this is MY! topic everybody behave! but i agree with you d@nte, i think it is totally overkill to build a highpoly just for scratches and stuff @Delirium: thx for the hint towards xnormal, i read about it some time ago and since maya normal mapping is making trouble on my comp i will definetly give it a try!
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take a look at the (real) normal mapping tutorials on cgsociety... bump mapping is something different! i dont want to provoke another bump/normalmapping fight, but as far as i know you can either create your normal map in 2d using a photoshop plugin or similar tools (quite ok for hardsurface stuff) or you use a highres (usually done in zbrush or mudbrush for organic surfaces) and a lowres model and let your application create the normal maps automaticly based on the highpoly-surface... one example for using the highploy/lowpoly method (quite impressive imo) http://forums.cgsociety.org/showthread.php?f=39&t=479896 good night edit: deadmeat and jonny were faster
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take a look at the (real) normal mapping tutorials on cgsociety... bump mapping is something different! i dont want to provoke another bump/normalmapping fight, but as far as i know you can either create your normal map in 2d using a photoshop plugin or similar tools (quite ok for hardsurface stuff) or you use a highres (usually done in zbrush or mudbrush for organic surfaces) and a lowres model and let your application create the normal maps automaticly based on the highpoly-surface... one example for using the highploy/lowpoly method (quite impressive imo) http://forums.cgsociety.org/showthread.php?f=39&t=479896 good night edit: deadmeat and jonny were faster
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@ d@nte: neph said it would be clever to have a large normal-map for adding lots of prezise details and a smaller diffuse...
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@ d@nte: neph said it would be clever to have a large normal-map for adding lots of prezise details and a smaller diffuse...
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i agree with neph. my plan was to use a smaller diffuse and quite a big normal map.... but so far thx to everyone for answering my questions. But what about the detection of how a vehicle was destroyed (4. question in 1. post) - for example by the amount of damage that was inflicted to it with the last critical hit(s)? IS IT POSSIBLE?
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i agree with neph. my plan was to use a smaller diffuse and quite a big normal map.... but so far thx to everyone for answering my questions. But what about the detection of how a vehicle was destroyed (4. question in 1. post) - for example by the amount of damage that was inflicted to it with the last critical hit(s)? IS IT POSSIBLE?
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wow Sniper Skull thank you so much for your detailed describtion. this is really appreciated! as for the modelling aspects i am quite used to modern day normal-mapping-modelling, allthough maya is still a bit bitchy with normal maps on my comp... i modelled alot but never really succeeded in modelling for a game engine accept my poor attempts on my vodnik model for opf. there is simply so much to be aware of... at the moment i am redoing/adjusting my old vodnik model to the new engine. One of the big problems i have to deal with is texturing - i never really was disciplined enough to completly finish my textures, due to the lack of (some basic) knowledge. I still have one question regarding texturing in Arma: Is it possible to combine different texture-resolution on one model? p.e. 1024^2 normal map and 512^2 shadow map? or is there any engine limitation?
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wow Sniper Skull thank you so much for your detailed describtion. this is really appreciated! as for the modelling aspects i am quite used to modern day normal-mapping-modelling, allthough maya is still a bit bitchy with normal maps on my comp... i modelled alot but never really succeeded in modelling for a game engine accept my poor attempts on my vodnik model for opf. there is simply so much to be aware of... at the moment i am redoing/adjusting my old vodnik model to the new engine. One of the big problems i have to deal with is texturing - i never really was disciplined enough to completly finish my textures, due to the lack of (some basic) knowledge. I still have one question regarding texturing in Arma: Is it possible to combine different texture-resolution on one model? p.e. 1024^2 normal map and 512^2 shadow map? or is there any engine limitation?
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excellent modelling! which software do you use? do you plan on using mudbox or zbrush for detailling? @ebud and wolfbite: it's for creating the normal maps - so no need to worry about polycount
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there is a book called "die geheimen wunderwaffen des III. reiches" i know the title is a bit stereotyped but its quite good. its full of sketches and drawings and some useful basic information on different planes/rockets. price is about 15€ on amazon and its worth it! at least imo its a good start into the topic and more reliable than n24 documentations.... cl10k
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I dont think this project is dead (yet). I am just completly busy with university und RL... There is simply not enough time to finish the textures atm. please dont be dissappointed, i will definetly finish this baby one day... !!!!
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Lots to do in reallife atm... also maya is making trouble under linux - BUT VODNIK IS NOT DEAD^^ !!! So please dont worry ;-)
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Hi people, after being lazy for some weeks i decided to continue my vodnik. Does anybody know about the specs of the upcoming ArmA models (polycount, texturesizes, etc.)??? Secondly, i converted to linux. My modeling program is already working, but has anybody ever tried to run oxygen under some kind of emulation like wine??? regards cl10k
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sounds good granQ !!! one and a half week left until i am free !!!! but before freedom, there are 300min of math tomorow so please hold your thumbs for me
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looking great, fantastic, exellent, awesome.... !!! plz give us more pics but one question: is the water in opf deep enough??
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4 weeks untill my final exams... afterwards i will definetly continue so dont worry...