Judith on 18/9/2008 at 20:33
It doesn't make much sense, Beleg. Look how the texture in this package looks like. UV unwrapping was a slow, painstaking process here, and simply applying a stock texture won't do this model any good (besides, you can do it yourself in the editor, if you really want to see how it looks like).
Actually, it would be easier to make a few variations of a texture, based on the one created by Renzatic.
Beleg Cúthalion on 18/9/2008 at 20:49
That's quite right, but I wonder if we can afford to have new textures for every new static mesh only to make them fit perfectly. After all it's mostly textures which bloat our FM archives. Or at least mine. And if wall textures (this wouldn't be a goodness texture I guess) somehow all look the same, it should look at least somehow close to a wooden shutter.
Judith on 18/9/2008 at 21:07
Well, I guess if you want to do it, you should do it yourself. Remember that Renzatic is modelling with TDM with mind first, so the quality is his first priority. He's sharing his work with us solely by his courtesy and we don't want to sound ungrateful, do we? ;)
Besides, putting such model with ugly stock textures is a bit ridiculous - it has more vertices than any average stock SM. Making a bit more complicated mesh with blurry textures is pointless, IMO.
Renzatic on 20/9/2008 at 05:36
Sorry for the long wait, folks. Decided to take a break from the computer for a couple.
Quote Posted by Judith
Erm... I already did some overlay pass, please look at the normal .dds file in the package
Just did. It looks like it should be showing off far more detail than it is. Maybe it's the angle and strength of the surrounding lights that's the culprit more than the normal itself.
Or maybe I need to play with it ingame myself. :P
[Edit] I've been playing with the normal a bit, did it from scratch, e.g. from diffuse texture. What do you think, looks better, worse? :)
The details show up a bit better, but you lose the roundness I was going for. Either way, it isn't half bad. But overall, there's something about the thing I'm not quite satisfied with.
Quote:
He's sharing his work with us solely by his courtesy and we don't want to sound ungrateful, do we?
Judging from the shots above, I don't think I'm doing yall many favors at the moment. I need a little more practice before I start demanding the respects. ;)
Judith on 20/9/2008 at 08:31
Still it's strange that they deleted it so soon... maybe they changed something in their policy, hard to say.
Here's the link with the new normalmap: (
http://www.sendspace.com/file/b6udcg)
Anyway, you should test it ingame Ren, I think it looks good. The light angle is acute, so the normals are a bit more pronounced than usual, the first shots with blue lantern light were also a bit misleading, as the light was cast in a perpendicular way on the shutter.
[Edit] Beleg, the material is shown in texture browser but it doesn't work in render mode? Then just select it, paint the mesh and set a new skin name. Maybe I confused something, but it works on my T3ed install.