WIP Thread
#627
Posted 03 July 2011 - 16:53
F O R T H E N S
#628
Posted 03 July 2011 - 17:03
#629
Posted 03 July 2011 - 17:03
About the metal highlights: I don't actually know what causes the mattness of the MSG, I have the same red and green settings for both of their specular maps
#630
Posted 03 July 2011 - 17:45
Sgt. Rho, on 3 Jul 2011, 18:03, said:
About the metal highlights: I don't actually know what causes the mattness of the MSG, I have the same red and green settings for both of their specular maps
From my experience it is a quirk of the C&C3 shader implementation, that if your diffuse texture does not have enough 'lightness' or 'brightness' to it, then the specular and normal maps are unable to do there jobs and consequently you lose a lot of detail.
When you are making a diffuse texture that is supposed to represent a darker shade of a colour, it needs to be brighter (or lighter) then you'd imagine.
There is a crossover point it seems, were you'll either get standard shader detail, or that bizarre 'matt' effect from a shader that is not correctly doing it's job.
Increasing the lightness or brightness of your diffuse will fix the problem, finding the right balance... good luck.
#632
Posted 09 July 2011 - 11:21
#633
Posted 09 July 2011 - 17:01
#634
Posted 09 July 2011 - 18:24
#636
Posted 21 July 2011 - 03:03
#637
Posted 21 July 2011 - 09:25
#639
Posted 21 July 2011 - 17:30
Well it's a rather uncanny design...the front dual barrels look a bit short but nah...it's fine. The missile launchers look kinda out of place though. A 'thicker' base/thingy connecting it to the mech would be nice.
#640
Posted 21 July 2011 - 20:31
#642
Posted 24 July 2011 - 14:13
#643
Posted 24 July 2011 - 16:21
#645
Posted 29 July 2011 - 17:03
Edited by Sgt. Rho, 29 July 2011 - 17:51.
#646
Posted 29 July 2011 - 18:58
It looks a bit uneven though. Hope this is player-buildable/support power gettable D:
#648
Posted 01 August 2011 - 07:42
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