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| Brazilian/FARC Forces Discussion pertaining to the PR Brazilian & FARC Forces faction |
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#11 |
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I think it would be cool to have a version of that digger static, where its a rusted hunk of metal covered in some overgrowth and stuck in some mud, or a deep rut in the ground.
...Yes, that was random, but I think it would add to the atmosphere of an abandoned logging area, now functing as a military base/outpost, which would also be a cool map location in my opinion. |
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Bob_Marley - "This is an outrage! If we're going to spend money on black projects they should be much more amusing and/or explosive than this."
PR In-Game Alias: =Epic-Toast= |
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#12 |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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I followed rhino's suggestion on the default textures paletes, but still can't get a nice look, but I think its enough to generic house role.
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Last edited by [R-CON]Salmonella; 12-10-2009 at 12:50 AM..
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#13 |
![]() Join Date: Jul 2009
Location: Turku, Finland
Posts: 460
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The above is very nice and generic. If its possible, in addition to turquoise, make it in several colours, like pale red, green and perhaps dirty yellow or something. I don't know much about texturing, but I'd imagine that wouldn't take great amount of time. And as these statics will be probably used several times, not all of them would look the same as a result.
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#14 |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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texturing this houses was easier than I tought, I just need to find find better roof textures...
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#15 |
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PRSP Manager
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The roof texture on the bottom right pic looks a bit stretched/ odd to me. Top right roof looks pretty good imo.
All in all i'd say really solid work. But i'm not a modeler/ texture artist. |
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#16 |
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PR Mapper Team
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your coming along, thou first of all your roof is sitting far too much over the edge of the building, epically compared to your ref and you really need to look into tiling your textures more. Your floor texture since its square tiles needs to be kept square which it looks like you have done for the most part on your latest version, but they are way too big at the moment and look pixely. Should look into tiling them more.
Also you might find some better roofing textures in objects/staticobjects/pr/textures/ and in pr/textures/militiaback/ You should also not use any texture large texture palettes which wont be used with this object, like dont use any Chinese textures if this object is not going to be mixed in with any Chinese statics etc, unless you plan to be using that texture palette a lot for a new set of buildings your making for some other theme since otherwise its not worth loading that palette just for that one building, totally takes away from the point of using palettes in the first place You should also look into exploring LODs and COLs and get one static 100% done before you go onto making other statics that you dont get fully completed |
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Last edited by [R-DEV]Rhino; 12-10-2009 at 07:58 AM..
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#17 |
![]() Join Date: Oct 2009
Location: Taubate
Posts: 14
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is very perfect!
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#18 | |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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Quote:
so you think its better to create a custom palete cutting and pasting the ones I used? I used 10% of mecity_01_de.dds/common_c.dds, and militia_roof don't have bump maps. about the tiling, I really messed up with the first turquoise model, I'll fix it, but a don't think the squares must be smaller, you see this textures on ME buildins and it is double sized. the roof, yeah they look bigger, in fact, it is 60cm off the wall, its kind usual, I think the house itself is smaller than the reference. nothing to worry about. LODs, by PR standars medium house should use up to 4000tris, the yellow one have 975tris, so I think I can use the actual models as lod 1, and spend 1K tris on roof structure and windows. | |
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#19 |
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PR Mapper Team
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custom textures should only be made when there is simply no other option or your making a entire new set of statics that will be using this new texture(s) to make it worth it. If you start crating a new texture for every static you make, it completely defeats the point of texture palettes.
and any static should have LODs, 1k tris is more than enough to justify a few lods on the model. |
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#20 |
![]() Join Date: Dec 2009
Posts: 52
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I can picture searching for caches in the favelas
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| objects, static, wip |
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