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Julhelm

MODDER
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Everything posted by Julhelm

  1. Can you bring out some more texture into that? Looks very washed out atm.
  2. Julhelm

    RIP Ed

    <O
  3. Getting glassed in retaliation for vaporizing a couple caribou seems ample deterrent in itself.
  4. Why are there no ejection seats on the C-2? Is it the same with the E-2C as well?
  5. Why not simply use a pelt or cylindrical unwrapper?
  6. No I'm not talking about Erwin's pit - I started work on one of my own and have created textures for the instrument MFD.
  7. I made instrument bitmaps for my own SU-35 pit, but yours looks better so you can have em if you want to.
  8. Has anyone ever attempted building a faux carrier as an airbase, or does the "runway" have to lie on the "ground" plane?
  9. Hypersonic Kingfish/Suntan-type planes with advanced missiles and possibly particle beam weapons.
  10. Do you mind if I use that one for my Pak-FA?
  11. Well I'll be even later but happy birthday nonetheless!
  12. Try the ones over at 3dtotal.com or at colacola.se.
  13. Julhelm

    Cat s**t One

    http://www.youtube.com/watch?v=Gr4QBZfjtqs The definition of Awesome.
  14. I usually extrude the intake from the fuselage and then add detail by inserting new edgeloops so that my mesh conforms and I don't get a lot of triangles.
  15. You should be able to assign the bake to your current uv channel. Be aware though that as with normalmapping the bake won't like overlapping UV's so if you do have overlaps, move the excess shells outside 0-1 space and you should be fine.
  16. Just messing with your head, that's all. Did you bake the occlusion to your diffuse this time like we were talking about earlier?
  17. Nice cockpit but it isn't anywhere near as accurate as Stiglr's Peashooter pit, which is the benchmark by which all others be judged.
  18. I'd seriously recommend checking out the tutorials over at 3dtotal.com and especially do a couple of the character-oriented ones.
  19. This is one area where the adoption of tangent-space normalmaps would really help the engine's visuals and I believe we should seriously petition TK to include proper texture-specific normal mapping of the terrain instead of the current "detail texture" half-measure.
  20. Russo: You really should try and adopt the habit of mapping and texturing your model BEFORE you start cutting hatches and doors into it ;) On the new AFX model, I actually began by taking what drawings I had and mapping them out on a texturemap with all parts before I even started modelling the plane in order to create a "shopping list" of sorts for the actual modelling. I also included random parts of machinery (weapon bay and doors from an F-22, some gear well interiors from an F-14 and an F-18 and miscellaneous other parts) that function as a palette of sorts for when I model. With this method, I never have to worry about how to unwrap what part and how to paint it because I already have a texture that looks convincing enough and similar areas can easily share the same piece of texture or even tile around (for edges of doors and such) and I can literally texture as I model.
  21. If you create a plane and map your image to it, you can simply rotate 180dgs with angle snap on to fix it, or you can add an unwrap uvw modifier to it and flip the uv's from there to get the same result. As for books, I can recommend Andrew Gahan's "3ds Max Modeling for Games" ISBN 978-0-240-81061-4. It comes with a DVD and the author is a DID veteran who has worked on games like EF2000 and TAW. I'd recommend it because it takes you from modelling simple props to building a complete fps-type character model from concept art. I really wouldn't use Mustang's tutorials at all.
  22. Try a Cutlass-like tailfin arrangement on it where the tailfins are mounted on the wing well outboard of the engines.
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