Home » Renegade Discussions » Mod Forum » Texture advise, what do you think,
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Re: Texture advise, what do you think, [message #268973 is a reply to message #268903] |
Tue, 26 June 2007 16:29 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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Looks pro enough for me. I didn't even notice the missing texture part, until i googled for tsuba.
But I'm wondering, why is the blade so dark? Is it supposed to this way, is it a casing?
When you're done, make sure to bump/reflect map the blade. What would Renegade be without shiny?
[Updated on: Tue, 26 June 2007 16:29] Report message to a moderator
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Re: Texture advise, what do you think, [message #268975 is a reply to message #268973] |
Tue, 26 June 2007 16:33 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
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Commander |
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Innocence wrote on Tue, 26 June 2007 18:29 | Looks pro enough for me. I didn't even notice the missing texture part, until i googled for tsuba.
But I'm wondering, why is the blade so dark? Is it supposed to this way, is it a casing?
When you're done, make sure to bump/reflect map the blade. What would Renegade be without shiny?
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Actualy, you pointed out a big misconception. Blades that are used for fighting are this color. They don't shine them unless they are going on display. But, i will definately put some shine on the blade now that you mention it, it will make it look way better. Alex said the same thing.
Simple explaination of how to use bump maps?
Thanks very much for the feed back.
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: Texture advise, what do you think, [message #268985 is a reply to message #268903] |
Tue, 26 June 2007 16:59 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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When I was figuring out shiny stuff, I based it on this tutorial.
http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=30
Thingies wich I would change to get the blade shiny. In order of appearance in the manual.
Surface type: Light metal (not water duh )
BumpScale=0.1 (a blade is more smooth than wavy water, hopefully)
BumpRotation=0.0 (reflection doesn't move by itself)
VPerSec=0.00 (same reason, you can also delete these 2)
Pass 2 Sage 1 Mapping: WS Environment (reflection relative to world instead of camera. now the shiny looks different from different angles)
Pass 2 Stage 0 Texture: bump_somename.tga (a bumpmap of your blade. black is low, white is high. usually a greyscale version of your default blade texture will do just fine)
Pass 2 Detail Texture: reflect_x.tga (works every time)
Pass 1 Stage 0 Mapping: UV (no scrolling but a still texture)
Pass 1 Stage 0 Texture: somename.tga (your default blade texture)
To vary the amount of shiny, you can tweak 2 settings.
Pass 2 Sage 1 Mapping: WS Vlassic Env (a more bright shiny)
Under the 2nd pass Shader tab, switch add to screen (the whole shiny bump map will "burn" less on the blade)
If i didn't have to go right now, I would try out what I just said, and check if my post actually makes sense. Hopefully it's of any use. I might repost it later.
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Re: Texture advise, what do you think, [message #269024 is a reply to message #268985] |
Tue, 26 June 2007 20:01 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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Innocence wrote on Tue, 26 June 2007 18:59 | When I was figuring out shiny stuff, I based it on this tutorial.
http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=30
Thingies wich I would change to get the blade shiny. In order of appearance in the manual.
Surface type: Light metal (not water duh )
BumpScale=0.1 (a blade is more smooth than wavy water, hopefully)
BumpRotation=0.0 (reflection doesn't move by itself)
VPerSec=0.00 (same reason, you can also delete these 2)
Pass 2 Sage 1 Mapping: WS Environment (reflection relative to world instead of camera. now the shiny looks different from different angles)
Pass 2 Stage 0 Texture: bump_somename.tga (a bumpmap of your blade. black is low, white is high. usually a greyscale version of your default blade texture will do just fine)
Pass 2 Detail Texture: reflect_x.tga (works every time)
Pass 1 Stage 0 Mapping: UV (no scrolling but a still texture)
Pass 1 Stage 0 Texture: somename.tga (your default blade texture)
To vary the amount of shiny, you can tweak 2 settings.
Pass 2 Sage 1 Mapping: WS Vlassic Env (a more bright shiny)
Under the 2nd pass Shader tab, switch add to screen (the whole shiny bump map will "burn" less on the blade)
If i didn't have to go right now, I would try out what I just said, and check if my post actually makes sense. Hopefully it's of any use. I might repost it later.
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Ok, that looks realy interesting. It's late right now so i'll try it tomorrow before i go to work.
Thanks again
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: Texture advise, what do you think, [message #269025 is a reply to message #268903] |
Tue, 26 June 2007 20:04 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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I think it looks awesome!!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: Texture advise, what do you think, [message #269075 is a reply to message #268903] |
Wed, 27 June 2007 03:21 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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I doubt that.
In believe a bump map is all it needs. A bumpmap only adds shiny, a normal map adds shadow too. Does a near perfectly flat blade needs shadow effects? It would only look cool if you want to fake a rough surface, which a blade is not.
Also, only people with the latest 3.x scripts can enjoy it that way. I personally prefer 2.92 for it's stability and lack of graphical glitches.
edit: I vote no on blood.
[Updated on: Wed, 27 June 2007 03:22] Report message to a moderator
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Re: Texture advise, what do you think, [message #269078 is a reply to message #269075] |
Wed, 27 June 2007 03:35 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
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General (1 Star) |
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It will be smooth as long as the texture is smooth before you convert it to a normal map. Normal mapped weapons are wayyyy cooler than unnormalmapped (if that's a word) ones. In fact, my normal mapped Rene pistol looks like it came out from CoD3 (without HDR)
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Yeah, no blood, spoils everything.
nopol10=Nopol=nopol(GSA)
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Re: Texture advise, what do you think, [message #269150 is a reply to message #268903] |
Wed, 27 June 2007 09:28 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
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Commander |
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ok, this whole normal map vs bump map. I know nothing of them both. But, this is exactly why i made this thread. I need to learn how to do all of these things.
*edit* So this is just a little example of what a bump map might look like in my mind. Just did this quick and it's only for the blade itself
This is the normal unwrap, yes look at my 1337 unwrapping skillz
This would make the blade shiny then, with the right settings?
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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[Updated on: Wed, 27 June 2007 09:48] Report message to a moderator
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Re: Texture advise, what do you think, [message #269158 is a reply to message #269156] |
Wed, 27 June 2007 10:16 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
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Commander |
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Sure i'll upload it. I just model for fun I don't care who uses this or for what reason etc. Maybe RP2 wants another katana for thier ninja?
Anyways, give me a sec and i'll have the file up.
In 3ds for your gmax and max viewing needs.
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Attachment: katana.rar
(Size: 551.76KB, Downloaded 54 times)
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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[Updated on: Wed, 27 June 2007 10:21] Report message to a moderator
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Re: Texture advise, what do you think, [message #269172 is a reply to message #268903] |
Wed, 27 June 2007 10:52 |
Blazea58
Messages: 408 Registered: May 2003
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Commander |
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We could always use another katana infact that one looks pretty good and has much smoother modeling. Texture itself looks really nice but would only look good if you were to bump the blade only and leave the rest of it alone. Maybe detach the blade seperatly for that otherwise to save a bit of MB, also be sure you resize that texture cause 800x600 doesnt sit well in ren, it should be 1024x512 or 512x512 etc
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Re: Texture advise, what do you think, [message #269175 is a reply to message #268903] |
Wed, 27 June 2007 10:57 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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Roger that, 512x512 it is. Do you want me to do the hand anims aswell? I'm pretty good at them but if you want to do em that's cool to. Or, just use the ones from the previous ones.
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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[Updated on: Wed, 27 June 2007 10:57] Report message to a moderator
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Re: Texture advise, what do you think, [message #269183 is a reply to message #268903] |
Wed, 27 June 2007 11:34 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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HOLY SHIT! That's crazy man.
I'll try and get the tsuba finished by tonight. It's the only thing really holding our progress back.
Thanks again for your work Slave, i hope your having fun,
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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[Updated on: Wed, 27 June 2007 12:03] Report message to a moderator
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