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Re: Telenode (2)

Posted: Thu Jan 23, 2014 3:05 pm UTC
by Viech

So I edited your glow map:

Image

like this:

Image

With the following result. Previously:

Image

Now:

Image

As you can see, the glowmap should only include areas that are part of the actual light source, which isn't necessarily the whole lamp. The shapes on the glow map can be very slightly blurred (as I did) but they should not "bleed"/glow over to adjacent areas.

I uploaded my GIMP source file here so you can have a look at what I did.


Re: Telenode (2)

Posted: Thu Jan 23, 2014 3:12 pm UTC
by Warvinc

Oh I see...Sorry I'm not used to glow map that much thanks for doing that for me!I understand now :) so I'll just change a bit the dirt on the model and send it to one of you! Is there anything else you want me to change?

is that possible for you to send me this texture in TGA or JPEG?I'm not able to open the one you send me!


Re: Telenode (2)

Posted: Thu Jan 23, 2014 3:29 pm UTC
by Viech

There's nothing specific I have in mind. If you can imagine more details go ahaed, but I'm pretty happy with what we got here. If you feel it's ready for battle, we can call it done! :smile:

Since this came out so awesome, would you be interested in doing another model? If you would like to do something with a similiar style we could offer the Armoury, which is another human buildable. There's also the Drill and the Repeater to complete the human base. Apart from that, everythind marked with a Image in the Models section is currently unassigned. Completing another model would also grant you a lifetime Unvanquished Developer status. :grin:

Just for fun, here are two screenshots with color grading, bloom, normal and specular mapping disabled and enabled (I forgot to reenable shadows though):

Image

Image

Here's the glowmap in tga format.


Re: Telenode (2)

Posted: Thu Jan 23, 2014 3:31 pm UTC
by Warvinc

This is really great :) I'll finish it tonight (because here it's 10:30 am and currently at work) and of course I would love to do another model! When I'll send you the final texture,if okay for you,I'd like to have some in game screenshot(with like 2-3 different angle) so I can put it in my personal work :)


Re: Telenode (2)

Posted: Thu Jan 23, 2014 3:35 pm UTC
by Viech
Warvinc wrote:

I'd like to have some in game screenshot(with like 2-3 different angle) so I can put it in my personal work :)

Sure! I'll give you some HD screenshots with all effects enabled from different angles on different maps! This might also yield a release picture for the next Alpha for us. :smile:


Re: Telenode (2)

Posted: Thu Jan 23, 2014 7:58 pm UTC
by gavlig

Awesome awesomness! Looks perfect ingame!


Re: Telenode (2)

Posted: Thu Jan 23, 2014 10:08 pm UTC
by Warvinc

So! I've changed the diffuse/spec a bit,I reduced dirt on top and add a bit on the flaps,I sent it to kharnov so,when it's add to the game,you can send me some picture of it in-game :)

Send it to vincent.monfette93@gmail.com !

Thanks a lot!

Also,I'll probably take the drill for my new project! But I'll start it only on Monday because I won't be here during the weekend!


Re: Telenode (2)

Posted: Fri Jan 24, 2014 12:05 am UTC
by Viech

I uploaded a few shots for you here. You can also browse them here. Is this sufficient for your needs? Should I make more, maybe in a whiteroom without a surrounding map?

Before I forget, thank you very much for this great looking model! :smile:


Re: Telenode (2)

Posted: Fri Jan 24, 2014 12:12 am UTC
by Warvinc

yeah this is perfect!Thanks a lot :)

So you can assign me the drill,I'll start Monday !


Re: Telenode (2)

Posted: Sat Feb 01, 2014 7:18 pm UTC
by Viech

Warvinc, in case I didn't overlook something, we still need you to allow distribution and modification of your work by releasing it under a free/permissive public license. Please have a look at this thread for details. :smile: