Joined: 11 Jun 2010, 06:32 Location: Adelaide, Australia
OK so braving the the forums once again.
I've been testing the capacity of blender to delivering high quality resources, I know its not popular.. its what I enjoy. unfortunately I havent access to a pc that can run spring with textures until next weekend.(using a corei5 with SOC graphics.. all maps a grey) would appreciate any constructive criticism on the graphical quality of the textures as they appear in game..
The only other application I used was gimp, for composing the splat detail and texture channels together.
I opened the archive, and here are a few things I might point out: Splatting works best when the high frequency noise bits of the underlying texture are toned down a bit. The cliff edges are also a bit too noisy for SSMF, but otherwise, it looks nice. Also this map size is tiny.
Joined: 11 Jun 2010, 06:32 Location: Adelaide, Australia
Beherith wrote:
I opened the archive, and here are a few things I might point out: Splatting works best when the high frequency noise bits of the underlying texture are toned down a bit. The cliff edges are also a bit too noisy for SSMF, but otherwise, it looks nice. Also this map size is tiny.
thanks behe, I just found info for why my pc wasnt displaying the textures, its to do with s3tc and open source drivers, got it fixed now thanks to wiki and forums, so can debug the noise in the height map and ssmf stuff now..
Should be able to produce better quality works next week. packaged up for general consumption..
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