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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 25.06.2010, 18:41 |
Quote: Originally posted by psyphtoix Might I suggest, instead of using those blackberry looking leaves covering the ground (the lil ones with jagged edges in groups of three's). Make lil clusters of 3 leaf clovers, clover often covers forest floors like grass. Thank you for the great suggestion  I've implemented this into the forest. I need to rework the model though as they are a little too high poly. This is just to show of detail and what it looks like overall To RayFan9876, I will fix all these things, don't worry  But I am quite impressed with the normal maps. I hope everyone likes the overall details and progress so far. I intend to get this finished in the next 2 weeks Images: 
Last edited by Silent. on 25.06.2010, 18:44, edited 2 times in total.
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VinoBob  |
Uber Modder | Member since: 11.03.2009, 19:43 | Posts: 1695 | Location: in da hood |
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Post Topic: Posted 25.06.2010, 19:03 |
Well this is something more creative than the high res stuff. Nice to see such "vegetation guys", it could be more of em.
"I gots to talk. I gotta tell what I feel."
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JasperHope  |
Uber Modder | Member since: 06.01.2009, 16:43 | Posts: 1051 | Location: England |
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Post Topic: Posted 25.06.2010, 19:15 |
Looking forwards for a release! Great work
 Solanum is back - Artifex Games
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raxxxor18  |
Uber Modder | Member since: 17.03.2008, 21:31 | Posts: 1384 | Location: Germany |
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Post Topic: Posted 25.06.2010, 19:17 |
I have to admit, thats pretty impressive.
Kinda back..
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 29.06.2010, 20:22 |
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Yaxxo  |
Uber Modder | Member since: 08.03.2010, 17:18 | Posts: 1759 | Location: Netherlands(NL) |
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Post Topic: Posted 29.06.2010, 21:30 |
They look really good when used in a environment.
[22:58] <Leon35> even more proof that D_wolf cant argue [22:58] <Leon35> he almost always redirects points to personal insults [22:58] <D_wolf> says the pothead
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MC Swadla  |
Uber Modder | Member since: 04.05.2008, 14:14 | Posts: 1076 | Location: Czech Republic |
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Post Topic: Posted 29.06.2010, 21:34 |
Nice but need any dead leaves and more colors not only one green. Each has a different color.
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 30.06.2010, 05:37 |
Thanks Yaxxo, they'll be good for maps in small area's  and MC Swadla, i'll put dead plants in, i'll have a new forest leaves patch for the ground
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4903 | Location: The Land of Sinnamon |
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Post Topic: Posted 30.06.2010, 06:31 |
Like I've said before, I think the normals should be deeper. They still look a little too much like construction paper cut-out. The normals look pretty good closer, but from farther away you can't really see them. A deeper map should fix that. Also another thing that I notice in a lot of your textures... they all seem to one-coloured. I think there should be more variety in the colours. More than you think. But don't make it look like an over-saturated rainbow either.  Remember, at least I'm letting my mind say what I think this mod needs to make this better instead of just saying "good!".  Not saying anyone here is, but it's my opinion.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 30.06.2010, 06:38 |
Thanks RayFan9876, I can actually fix this by increasing the normal map view distance when I save the texture. I might give that a try and see how it turns out I'll definitely change the colours around a lot more, get new and more plants in there. I might make some ancient stones, or small buildings that are destroyed. I've got a good idea for a theme behind the forest. Hopefully I can get these all fully interactable, with dynamic destruction
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4903 | Location: The Land of Sinnamon |
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Post Topic: Posted 30.06.2010, 06:52 |
Quote: Originally posted by Silent.Thanks RayFan9876, I can actually fix this by increasing the normal map view distance when I save the texture. I might give that a try and see how it turns out I'll definitely change the colours around a lot more, get new and more plants in there. I might make some ancient stones, or small buildings that are destroyed. I've got a good idea for a theme behind the forest. Hopefully I can get these all fully interactable, with dynamic destruction  Dynamic destruction would actually be really, really easy. I could actually do that for you if you tell me what surface type you're using. (but they need to have collisions). I didn't know you could increase normal map view distance lol. How do you do that? And can you make some "fantasy plants" for me plox? :meow:
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
Last edited by RayFan9876 on 30.06.2010, 06:53, edited 1 time in total.
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 30.06.2010, 07:13 |
Awesome, that'd be good. I still want to learn how to do it though, for experience :tongue: Increasing normal map distance is like a sharpen filter, that just allows you to see more details on the texture surface from far away. Has to do with MIP's. Basically the image stays at a higher resolution far away, compared to a lower resolution far away. It's in the Crytiff export tool. And sure, I can make you some plants  What kind did you have in mind?
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4903 | Location: The Land of Sinnamon |
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Post Topic: Posted 30.06.2010, 07:23 |
Quote: Originally posted by Silent.Awesome, that'd be good. I still want to learn how to do it though, for experience :tongue: Increasing normal map distance is like a sharpen filter, that just allows you to see more details on the texture surface from far away. Has to do with MIP's. Basically the image stays at a higher resolution far away, compared to a lower resolution far away. It's in the Crytiff export tool. And sure, I can make you some plants  What kind did you have in mind? Well I'll tell you more about the kinds of things I'd want a little later in a PM, but not right now.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
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Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
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Post Topic: Posted 30.06.2010, 16:17 |
Here's some new grass. I know I need to change the color and add different dead patches ect... I'm going for a kind of "Fresh" forest feel Pics: 
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+[DRONE]+  |
Experienced Modder | Member since: 14.09.2009, 18:30 | Posts: 492 | Location: Manhattan, New York City |
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Post Topic: Posted 30.06.2010, 16:23 |
Quote: Originally posted by Parsian Makes me feel like eating them like an vegetarian animal The word is herbivore. -1.5
Kailey in all of her splendor.
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