Yes. Trigger's description is specific enough and doesn't realy leave any space for different interpretations. Besides, we can only set trigger's channels from 1 to 7. Material also has only 7 channels. Probability of coincidence is vanishingly small. I'll test this RTT feature later. Would like to read the tutorial before experimenting.
Yea, I can do it, gimme the concepts. I have some modelling stuff to do in a near two weeks, and it should improve my skills even more, since those models are biped animated creatures, and then I'll create your Mew.
This is the first model I made with working normals. It's a bit fucked in little detailes, like 2 right things on the head. But 95% of surface reflects light right.
So good to have normal maps finaly exporting correctly. Testing some stuff now. This is a simple 12 triangles box without smoothing, just tangent space + diffuse-related normals.
Going to use this wow model as cuotl snake unit. Not too close to the original look, but I'm not sure I can create a nice looking realistic snake movement.
I never had an idea, why its train button has sculp on it. Until I started to remake the model. It wasn't recognizible in RoL. And it was flat. I just remade close to its original look.
Realy? Don't remember. I do remember some models had variations, like a rusty clockworkman. But why would I need 'em. Don't plan campaign, just multiplayer battles.
And that feature works, which makes team colors glow without additional emissive map.
@DrSuperEvil: Go
Yes. Trigger's description is specific enough and doesn't realy leave any space for different interpretations. Besides, we can only set trigger's channels from 1 to 7. Material also has only 7 channels. Probability of coincidence is vanishingly small. I'll test this RTT feature later. Would like to read the tutorial before experimenting.
What do you want to do with this RTT thing?
@DrSuperEvil: Go
Yea, in Art Tools' material we can pick a channel.
@DrSuperEvil: Go
Yea, I'll post a vid.
What's RTT texture?
@JacktheArcher: Go
Yea, but I still use it in a rough, noob, exaggerate manner. With a little polishing would look less slick and more realistic.
@TheAlmaity: Go
Yea, I can do it, gimme the concepts. I have some modelling stuff to do in a near two weeks, and it should improve my skills even more, since those models are biped animated creatures, and then I'll create your Mew.
Sun Idol will look close to this.
This is the first model I made with working normals. It's a bit fucked in little detailes, like 2 right things on the head. But 95% of surface reflects light right.
So good to have normal maps finaly exporting correctly. Testing some stuff now. This is a simple 12 triangles box without smoothing, just tangent space + diffuse-related normals.
Holy arc will look like this. Maybe will add more particle visuals and light source.
Going to use this wow model as cuotl snake unit. Not too close to the original look, but I'm not sure I can create a nice looking realistic snake movement.
@DrSuperEvil: Go
I gave him your advice.
And now turret models I made for Glass Castle TD are available.
@DrSuperEvil: Go
Well, TwoDie decided to remake the model and retexture it, so now it looks like this after his fixes.
Made a castle for TwoDie's Age of Knights map
@DrSuperEvil: Go
I never had an idea, why its train button has sculp on it. Until I started to remake the model. It wasn't recognizible in RoL. And it was flat. I just remade close to its original look.
Death sphere will look like this. Not sure about the central particle though. THis time I took texture from screenshot, so it look kinda alike.
@DrSuperEvil: Go
Realy? Don't remember. I do remember some models had variations, like a rusty clockworkman. But why would I need 'em. Don't plan campaign, just multiplayer battles.
And that feature works, which makes team colors glow without additional emissive map.
Storm Disc