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| Brazilian/FARC Forces Discussion pertaining to the PR Brazilian & FARC Forces faction |
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#41 |
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PR Developer
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#42 | |
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PR:BF2 Developer
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Quote:
Salmonella, you seem to be skilled for making statics, and if Rhino takes care of you, it's not for nothing (we would say "pour des prunes" in French | |
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#43 | |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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thanks for the link and advises, I'm really new to the 3d world, 4 months ago I started with maya and last week with dds textures, so any help is always welcome.
yeah, I've already made other models, look the first post, now I'm trying to do some texture work on them. Quote:
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#44 |
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Dutch Forces Mod Leader
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I would say they have to potential to be awesome
Keep it up |
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Cheers,
Glimmer To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Please visit To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. for free house music To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#45 |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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I found real good textures on that site, its a shame I only have 15mb free account hauiheiuaea
I've made some work on the "asbestos" specular and bump, take a look. ![]() |
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Last edited by [R-CON]Salmonella; 12-13-2009 at 09:40 PM..
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#46 |
![]() Join Date: Nov 2009
Location: Florida, "The Sunshine State"
Posts: 616
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I cannot explain, how awesome this is.
<--And Mr. T pities the fool.
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#47 |
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PR Mapper Team
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Very nice work Salmonella, the texture dose look a little repetitive but other than that, really good
To get rid of the receptiveness what I would do is first of all desaturate most of the colour from it, leaving it a gray scale image, only leaving in some of the detail colour like moss etc. Then would find some good colour textures in the palettes already or if you must, make a new one or 2 and use that as your surface texture, then also put a dirt texture over the top of it, have the dirt texture adding thous black spots you have already on the texture but if you remove them off the detail texture and have them on the dirt texture you can have it offset on the UVs making it look much less repetitive and as such, nicer Also for the end of the roof, instead of wrapping the texture around it I would make a new texture that has the same colour and detail as your texture but make it look like this: ![]() This will make the ends look a little more realistic You could also try adding a alpha channel onto the top side of the roof but doubt that would turn out too well. Also if you send the texture over to me I'll make a nice normal map for ya |
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#48 |
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PR:BF2 Contributor
![]() Join Date: Jul 2009
Posts: 342
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Again, thanks, I'll try what you said.
I sent a PM for you with the files. |
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#49 |
![]() Join Date: May 2009
Location: Lund
Posts: 11
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#50 |
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PR2 Developer
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Heh, amazing work Salmo! Thanks Rhino for the feedback, its invaluable!
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| objects, static, wip |
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