The Fae (Warning Many Images)

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Shadow Knight
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Re: The Fae (Warning Many Images)

Post by Shadow Knight »

S.cavA.rmyG.en wrote:try adding

Code: Select all

[GameObjectClass]
LightingType = 1
to that ODF. it mite fix the shadows and make it look a bit better.
here.
[img]mushroom[/img]
I noticed it loses a lot of texture detail, though. It really depends on if that's a tradeoff you're willing to take.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

I've begun work on the dreaded unwrapping. Have finished unwrapping Scavenger and Extractor. Will post some results soon.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Here is a render of the textured scav. Am I on the right track?
Image
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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

Well it is but ugly but it seems you got the UV good enough.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

The least I can do in response to that remark is correct your spelling. It's "butt" not "but". Any tips?
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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

Clavin12 wrote:The least I can do in response to that remark is correct your spelling. It's "butt" not "but".
Who said you could correct me... :evil:

Try getting some basic textures like bark and such and place the darker on the shell. Then get a smudge tool and do some tweaks. Apply varying levels of burn and such to it to add shadows. A texture for this is not going to be about making shapes but about 'painting', so look up tutorials for how to 'paint' in your given texture editing program. For an example of the sort of look you need, you might just Google "Photoshop speed painting".

Basically, you need to do a lot of pure un-scalable raster layer work here, so I suggest making your texture a bit bigger than needed and scaling it down in the end, but keeping the higher res one for the future. Look at Flesh Storm's Swarm textures. They are hand painted in Photoshop with the paintbrush tool and minimal if any layer effects.
VSMIT
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Re: The Fae (Warning Many Images)

Post by VSMIT »

You don't need to make a completely original texture. As N1 said, try using a bark texture (if you can't find one, get a good picture of a nearby tree) and incorporate it into the texture. Creating a texture from scratch doesn't go so well until you have a lot of experience with 2D graphics creation.
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jaydenbz2
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Re: The Fae (Warning Many Images)

Post by jaydenbz2 »

Hi, I can do all the UV/texturing, also, i can tell you have used mesh smooth, that's a no no clavin12, too many verts for good game, gigve me 1 model to play around with and i'll use my vertex welsing skills to give you a decent model with UV and texture, i'd like to try out the fae scout thingy.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Hey Mr, N1 approved two layers of mesh smooth, and I've tried it. It works in game just fine. I'd be glad to let you do some textures though.
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jaydenbz2
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Re: The Fae (Warning Many Images)

Post by jaydenbz2 »

I'll have a go at texturing now then.Upload some models you want and i'll get started.
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Dianoga
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Re: The Fae (Warning Many Images)

Post by Dianoga »

Since it looks like a snail type thing, I'd definitely be using at least two different textures for the shell and the body. Maybe bark(ish) for the shell and slimy looking for the body. Just my opinion.
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Baconboy
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Re: The Fae (Warning Many Images)

Post by Baconboy »

The scav looks cool!
How far are you into the project?
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

I've got all of the modeling done, and that's about it. I'm going to start experimenting with voices.
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Baconboy
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Re: The Fae (Warning Many Images)

Post by Baconboy »

Can you make a race mod with the odfs and stuff with just IA missions capable of playing with the Fae?
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Maybe. I haven't gotten that far yet.
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