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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 17:03 |
Quote by The Vulture: The detail bump scale is way too strong on the first pic. Looks really noisy.  On the truck, nanosuit, or the SCAR? Could you help me understand you?
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 17:50 |
Well, all three. Is that metal he's standing on? Thought it was concrete. That's because of the normals in that pic are really exaggerated. The detail bumpmap is really strong giving it a noisy and unpleasant effect. Metals are never that noisy on manufactured items. Look at this weapon for instance. It doesn't look Hi Res or High Definition, it just looks out of place and unrealistic. Edit: I think you should read and watch racer's texturing tutorials. Links below. › Racer's Texturing Tutorial.› How to Hand Paint Convincing Metal Textures.
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 18:06 |
One more question...
Does the metal on the Scar look old and rusty? That was my goal.
Or do you still think i should tone down the detail bump map?
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NanoTurtle  |
Trained Modder | Member since: 29.10.2011, 22:11 | Posts: 296 | Status: Online |
Likes: 0 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 18:20 |
Quote by USSR_GRAND: One more question...
Does the metal on the Scar look old and rusty? That was my goal.
Or do you still think i should tone down the detail bump map? Tone it down a bit, it looks too noisy right now.
#CryMod IRCRemember kids : A Flowgraph a day keeps Ruan away !
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 18:44 |
Better?
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 06.07.2012, 18:48 |
Yeah, do it. I don't see any rust. Rust doesn't look like that. Contrasts are too high as well.
Use real life references when you do all your texturing. At least as a base so it looks believable.
Edit: Yeah, lots. Ground's normal are still too strong though. ^^
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 08.07.2012, 22:58 |
Will some give a quick comment on how i can edit the proxy on these vehicles.Have you ever driven one of the vehicle in Crysis 2 and tried to drive over a small rock or a curb? Well this is why it doesn't work;These blocks are invisible barriers. Without them the vehicle would fall right through the level. The object would have no physical depth. But the problem is, the proxy for the vehicles in Crysis 2 weren't shaped correctly. Below you will see the the proxy of the HMMWV from the freeSDK. This is correctly shaped. But the Crysis 2 proxy has extra "stuff" blocking the vehicle. This has always been an problem in Crysis 2, so I want to fix it now. CORRECT INCORRECT
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JMLfin  |
Experienced Modder | Member since: 06.06.2010, 22:27 | Posts: 514 | Location: Turku, Finland |
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Post Topic: Re: Warhead 2 Posted 08.07.2012, 23:25 |
Quote by USSR_GRAND: INCORRECT  Oh wow, I never realised it was that bad. To fix it I don't think there's any other way than to edit the proxy in some modelling program.
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
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Post Topic: Re: Warhead 2 Posted 08.07.2012, 23:28 |
AHah yeah the Physical proxy for the Crysis2 ltv are just a epic fail xD
I noticed that when i was testing the explosion physic for C mod xD
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 01:12 |
Quote by JMLfin: Quote by USSR_GRAND: INCORRECT  Oh wow, I never realised it was that bad. To fix it I don't think there's any other way than to edit the proxy in some modelling program. I tried to open it with 3dsmax, but it wont open. Any ideas anyone I really want to fix this problem and release it for everyone.
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 01:23 |
How did you try to open it?
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
Likes: 0 |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 02:07 |
*\Crysis 2\Mods\Example_Assets\GameCrysis2\Objects\vehicles\armouredcar\armouredcar.max
I dont get why you cant open it in Max since they gave the source file ^^
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 02:13 |
Well im about to look really ignorant but, well here it goes.... I figured maybe I could do it with a cgf.file. I was desperately looking for a MAX file. but there isn't one. What should I do to accomplish my goal?
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 02:38 |
Well if there's no Max file then just export to .obj. File -> Export to .OBJ.
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1263 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Warhead 2 Posted 09.07.2012, 04:51 |
You mean by simply renaming it, then importing into max? If so, i tried that too  Do i have a reason to be discouraged, or is this an easy task? Oh ... wootwoots i never saw your comment. I will try that, hope it works
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