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Deserted Third
Posted: 25 Feb 2014, 07:26
by zoggop
Re: Deserted Third
Posted: 25 Feb 2014, 08:08
by Funkencool
Nicely done. I definitely prefer this one to the old one.
The metal spots also look much better than the previous shot

Re: Deserted Third
Posted: 25 Feb 2014, 10:26
by zoggop
and then i turned off advmapshading and hit f1 where i found HEIGHTMAP STEPPING (of the 8bit variety). i forgot mapconv only likes .raw for 16 bit
fixed in springfiles upload (v2 now)
Re: Deserted Third
Posted: 28 Feb 2014, 11:30
by zoggop
v3! goal of this map seems to be the blingiest metal spots

Re: Deserted Third
Posted: 12 Mar 2014, 00:20
by zoggop
shinies

Re: Deserted Third
Posted: 12 Mar 2014, 00:34
by Jools
Wow! How did you do that? Specular light?
Re: Deserted Third
Posted: 12 Mar 2014, 00:43
by zwzsg
Are you sure sand is that shiny?
Re: Deserted Third
Posted: 12 Mar 2014, 01:04
by smoth
some is.
Re: Deserted Third
Posted: 12 Mar 2014, 04:46
by zoggop
i was hoping for vein of metallic rock rather than inexplicably shiny band of sand
(jools, yes, i'm trying out a specular map based on height stratification)
Re: Deserted Third
Posted: 13 Mar 2014, 07:08
by Forboding Angel
Jools wrote:Wow! How did you do that? Specular light?
Yeah, that's what I started doing on my maps a while back... just use specular to make metal spots obvious. It's a good method.
Re: Deserted Third
Posted: 14 Mar 2014, 09:57
by zoggop
v4
i got rid of the shiny veins, giving them splats that looked fitting but didn't clash with the rest of the map was driving me insane. the other rationale was, the shiny spots should signal metal value.
