M4A4 Sherman - Page 3

M4A4 Sherman

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

:shock:

That guy must look hilarious out in public doing that...

Alright, I lol'd...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

SpikedHelmet wrote:What's a colormap? :shock:
S3o files have 2 textures:

Texture one covers :
Alpha: team color
RGB channels: main texture

Texture two covers:
Green channel: reflections
Red channel: Glow map
Alpha channel: alpha(but be carefull, only people witg unit reflections on can see these)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I can explain in monkey detail (as it was explained to me just a week ago) how to do it in Photoshop, bother me on MSN sometime.

Tank texture looks good; but I'd agree with Argh regarding contrast bits and the need to put some dirt/grit on
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I use PSP. Also, I don't do the textures. Well, I do the art part, and Flozi takes it and does all of that crap to it.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Image


M4A3 w/ 76mm; Sherman on Crack.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Image

Three down, two to go! Then like 57 derivative vehicles...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

SpikedHelmet wrote:I use PSP. Also, I don't do the textures. Well, I do the art part, and Flozi takes it and does all of that crap to it.
Textures are part of the artwork, for your information.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

What I mean to say, is that I make a .png of the skin. Then Flozi takes it and actually turns it into a proper skin with the different layers and all of that bullcrap.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

If you learn how to do teamcolour, you can do really cool things, ie:

http://www.onebob.co.uk/darren/screens/gen1.jpg
(Energy generator for SWS by aGorm)

You could make things like those bright patches on the tank look a lot more integrated with the skin (by looking gritty, etc). Not that the tank looks bad, it's just worth mastering.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I'd make the area the alpha channel covers on the texture either solid black or at least grayscale. Some random noise on the alpha channel can help and outlines on the texture in general.

Instead of solid team color you could apply the texture to the alpha channel so details don't get totally lost.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

POORLY LIT TANKS ARE POORLY LIT!!!

can we have pics on a map with more light mayhaps?? those things look like they are rolling out at sunset..
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I don't know what's wrong with you people. I can see the things perfecty fine. However I shall humour you:

Image

Is that good enough?

As for teamcolous: NO! I refuse to learn how to do them!
Post Reply

Return to “Art & Modelling”