I think its great progress. You've only really been on it for the last week or so due to me. Sorry i took so long with my end. And for f'ing the uv's.
Printable View
I think its great progress. You've only really been on it for the last week or so due to me. Sorry i took so long with my end. And for f'ing the uv's.
ha, no worries man.
i got a shit load of college work to do and photography over the next week so updates on the goose will be more distant.
that wasn't a compliment. I should've elaborated a little more and said that it looked like a low res image was spliced up and so the .jpeg quality deteriorated more, hence the "fuzzy" look to your texture.
as for the brushes.... www.google.com and search for "grunge brushes".
cheers old bean - I added blur to some parts to make it less dominant ingame.
hey hey hey...
thats my method :p don't tell ppl secrets...
I agree though, the texture is lacking detail, and its foggy. Its relatively good though it just looks like I'm viewing it on low texture settings. It needs more definition, like it needs to be sharpened (altho i wudnt just sharpen it in Photoshop who knows what that'll do yikes).
I'm not very good with texturing though, and my textures always have the same problems tho.. (foggy and such) plus I haven't tried texturing in quite a while.
hmm, if your into photography I might suggest you try to build a brush library. I have a friend who's really good with photoshop (well to me he is, and hes done some texturing but its not his thing, hes mostly good with advertisement type things and collage type stuff) but his big thing is that he takes alot of photos, and he takes almost all of his photos and scours over them for elements that can be made into photoshop brushes. He has like a gigantic brush library he uses for his photoshop work. What this does tho is it helps him give texture to what ever hes making and to make it seem more realistic and less bland. So if your into photography I'd suggest trying this out, get photos and cut them apart in photoshop, and turn various elements into brushes. (stuff like concrete texture and surfaces that have detail, cracks and what not, get creative) what ever you can find that might be of help when texturing, make it into a brush so you can use it to your advantage. It'll make the texture more rich. when you overlay it with these brushes. Theres many methods you can use, just experiment.
Thats my advice anyway... I'm not too good at texturing but its just an idea, its something I've been meaning to try...
of course if your lazy, you can google for brush sets... tbh I think thats cheating, and its similar to ripping if you don't give the creator of the brushes credit... but thats a whole other can of worms that shouldn't be opened, especially in this community XD.
yeh, thats a great idea.
i have thought about it, but havent really got round to doing it :D
also, try to not paint on highlights and such. that's an old crappy counterstrike 1.6 thing since it didn't really handle shaders or ingame lighting very well. use shaders and such to your advantage.
Yeh im gonna go over the whole 'Hull' texture and make it more detailed. Regarding your statement Snaf I'll leave out highlights for the shader/cubemap guy to deal with.
Also, whenever i take Halo 3 screenshots the detail is really vague.. so i sort of compensated with blurring it. Seriously, the only detailed references are the renders from Bungie, i'll study those over the week and hopefully bring you guys a rewarding update.
Nice to see you're going to improve the textures Botley.. good luck!
Hmm, Matooba, do you need to wait the ATV to be fully skinned to start animating the bipeds? If not, I'd suggest you start it as soon as you can, cause I guess this is a big task that could take a lot of time..
On my side, I'm still waiting for CtrlAlt build, in the mean time I've been trying to reduce a little bit more the poly number by removing some useless stuff + I added a new corridor that will allow to reach the "Panic hill" (sort of panic room but inside the central hill) from inside.. lol I guess its not very clear but you'll see, its a bit like the same system I added to the Panic room allowing to give some hurt attack to someone hiding inside the panic room.. anyway, all the stuff is ready to be implemented in the last model, so CtrlAlt plz hurry up man Thks!
No, i'm already working on it. I can just merge the new model to my rig and it will be fine. Already doing tests with mass points size and location to get the physics to behave nicely and still have good collisions.