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Messages - Voller

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16
Artwork / Re: Textures
« on: May 16, 2010, 03:30:38 pm »
Interesting link. I'll try to make the relevant maps where possible.

What happens if a specular map is nonexistent? What's the default specular value going to be?

Voller

17
Artwork / Re: Textures
« on: May 15, 2010, 06:56:28 pm »
Sure. If gpl is your preferred license, help yourself.

I noticed that some of the textures you listed here have normal maps by now. Do you still want these textures remade, seeing as author and license are unknown? Or would you rather have somebody focus on the ones without normal maps, or even make new textures?

Voller

18
Artwork / Re: Textures
« on: May 15, 2010, 05:06:33 pm »
Thread got a bit dusty I see. Anyways, more texture replacements. Nothing fancy:

textil001


textil002


textil003


couch_d


couch_e


The normal map can be used for all of them.



And the .map file is also attached for use with MapZone.

Mattn, the textures are a fair bit larger than the original ones. Is this going to screw up the maps?

/edit: updated cloth .map file to include the specular map.

19
Artwork / Re: Concept - Frogman
« on: September 25, 2009, 12:22:29 pm »
Well the reason it looks like a cartoon frog is because I suck at drawing. Doesn't help that I wipped it up in 30 mins either. The drawing lacks depth, detail, has bad colours and the frog has this stupid facial expression that reminds me of a goofy smile. Not scary.

Basically the kind of creature that I had in my mind when I put this to paper was some sort of mixture between a Gecko from Fallout2, Randall Boggs from Monsters, Inc. (sorry for the cartoon analogy Destructavator), and maybe a poison dart frog.
If I were to take the garbage out at night and suddenly one of those things stood 2m tall and with a plasma rifle in their hand in front of me, with their slimey skin glissening in the sterile light of a street lamp, I would _not_ think of cartoons.

Anyways, I'm not going to turns this one into another "but Winter, why not"-thread. If I have time and nothing better to do, I'll redraw this or start modeling it as a personal excercise. If any good results come up, I'll post it.


20
Artwork / Concept - Frogman
« on: September 09, 2009, 11:54:12 pm »
I suck as a concept artist, but you get the idea. Basically, if I had this 2m tall mixture between a frog, salamander and gecko standing in front of me - possibly in different colours, and possibly much more well-drawn - I would shit my pants.

Thoughts?


21
Artwork / Re: Textures
« on: January 05, 2009, 09:57:31 pm »
You're welcome. Another simple one: floor008




[attachment deleted by admin]

22
Artwork / Re: Textures
« on: January 02, 2009, 08:35:15 pm »
Ok, here are the next ones: wall011, wall012 and wall014. Is it just me or are they identical to wall023, wall024 and wall025?

The .map file also includes wall013.

wall011:



wall012:



wall014:



[attachment deleted by admin]

23
Artwork / Re: Textures
« on: January 01, 2009, 06:30:57 pm »
Happy new year everybody.

I had a stab at another texture: wall013. Let me know what you guys think. I'm still learning, so any constructive criticism is most welcome :)

Are normal maps implemented in trunk? Could somebody maybe post a screenshot with the texture in action? I haven't taken a look at compiling the sources yet.

@Mattn: I'm having some trouble uploading the pics. Says the upload folder is full. Could you do the honours again? Thanks!




[attachment deleted by admin]

24
Artwork / Re: Textures
« on: December 27, 2008, 05:28:03 pm »
I think we might be talking about different things here. I do understand the concept of a normal map, and that of a bump map. I was not aware you could have both in one, that's all.

The normal map I made does not include any texture information. However, it obviously emphasises some of the details that can already be seen in the texture (dirt, scratches, dents). As matter of fact, the normal map was not created from the finished texture, but in parallel.

I have reattached both pictures in a higher resolution below. The normal map _is_ mostly flat apart from some detail of course. As DuKe says: more detail shouldn't hurt.

The alpha channel makes it a bit difficult to see the colour information in the gap between the tiles.


[attachment deleted by admin]

25
Artwork / Re: Textures
« on: December 27, 2008, 12:13:52 pm »
Hmm, guess the file I uploaded first time round was the correct one after all. I didn't know normal maps could also include height information.

I updated my first post. Let me know if it is to your liking.

26
Artwork / Re: Textures
« on: December 26, 2008, 11:04:27 pm »
I had to upload it again, cause it wasn't displayed correctly the first time.

Well it's got a lousy resolution, so the normal map won't have much effect. But the normal map should emphasise the tiles, and the texture also has some roughness to it.

[attachment deleted by admin]

27
Artwork / Re: Textures
« on: December 26, 2008, 10:54:08 pm »
Thought I'd take a look at some of those non-licensed textures Mattn mentioned. I'm not exactly experienced, so I decided to start with something simple. Here's what I came up with for floor004. I kept the original size of 128x128, let me know if you'd like it in a higher resolution. I made this with MapZone, so changing the size is no problem at all.

I noticed there may be different standards for normal maps. MapZone offers two options: DirectX and OpenGL. The green channel is practically inverted. Anybody know any more about this?

The normal map I attached is using the same convention sitters has been using.



[attachment deleted by admin]

28
Sounds and Music / Re: Hey, new here!
« on: September 01, 2007, 02:11:09 pm »
Hey,

I've been listening to the track you called "ambienz", not sure which one of the above it is. Just wanted to say that I like it a lot. Very atmospheric. I could imagine it to be a nice geoscape track.

29
Discussion / UFO:AI on Ebay??
« on: July 29, 2007, 06:33:38 pm »
When I read the seller's text it sounded to me like he just copied it from the UFO:AI website, hence the "we". People like him make me sick.

30
Discussion / super-powered recruits too early
« on: July 20, 2007, 03:33:12 pm »
That  reminds me of an inconsistancy I found:

When starting a new campain, one gets 14 workers for the standard campain, but only 10 for the easy campain. I assume this is a typo and should read 4 instead of 14?

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