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Tempust85

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Posts posted by Tempust85

  1. I was going for a more used look, I didn't want it to look like the armor only just got made. The lighting is a pain, but using the specular is the only way I can stop the gloss shader from appearing on the darker areas of the armor.

     

    I'm also reworking the pauldron textures, I didn't like how it turned out and some of the colors aren't done right.

  2. These are the colors/ranks of the pauldron I have.

     

    Sandtrooper (still need to make skin + backpack):

    • Black - Enlisted ranks
    • White - Sergeant
    • Orange - Squad Leader 

    Stormtrooper: 

    • Gray - Bombardier
    • Yellow - Rifleman
    • Red - Medic
    • Blue - Sniper
    • Orange - Captain

    I'll post some pics tomorrow. ;)

    Barricade24 likes this
  3. Thanks. :)

     

    Ok so now I have (from Modview):

     

    LOD0 - 5,967 tris 5,170 verts

    LOD1 - 4,154 tris 3,457 verts

    LOD2 - 2,748 tris 2,536 verts

     

    All I need to do now is work on those extras. ;)

     

    Now I *think* I remember seeing something a few years ago that allowed you explode your model into all segments activating all caps. Is this real or did I dream it up lol?

    ChalklYne likes this
  4. Thanks, I had a look and it wasn't what I was after. I had a muck around in the shader editor and finally found the right combination. Now the shine and the specular work together. :D

     

     

     

    Btw, LOD0 is at 6,238 tris. This will have to do, but I will include one LOD (LOD1 at 4,500 tris) to make it a bit better on performance. ;)

  5. I'll put any further updates on my Stormtrooper here.

     

     

    Now does anyone know if it's possible to use a specular texture to mask certain areas from using this shiny shader?

     

    models/players/DT_stormtrooper/armor_d
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/DT_stormtrooper/armor_d.jpg
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/DT_stormtrooper/Gloss
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    

     

    P.S I stole this from that Hapslash Improved Stormtrooper v2. :P

  6. @@minilogoguy18

     

    Yeah, I read through that Appleby doc to make sure I had everything correct. I added a mesh_root to begin with, and removing it changed nothing. Must be different for Max.

     

     

    @@Psyk0Sith

     

    I thought about using multiple scenes, but I decided to use layers off the bat to keep everything neat.

     

     

     

    Thanks for the help guys, I combed the scene again after I finally got some sleep and I fixed it. I had the r_leg named as another l_leg. Loads up and switches fine in Modview now. Doesn't matter how much you learn, you can still trip up on the simplest of things. :P

    Psyk0Sith likes this
  7. Me too, which is why after looking at Hapslash's Stormtrooper I decided to try harder to get my own to a lower tri count. He did great (and certainly kicked Raven's ass), but there are a few little things that aren't very accurate and it's the ANH armor. The one I made is ROTJ armor and is as accurate as I could make from the refs I had.

     

    Now I just need to try and squeeze a little more tri's out of LOD0 and make some extras.  :P

    ChalklYne and Barricade24 like this
  8. The final count for that is 7,088 tris which is still too high and that's with no extras. I'd have to do some serious LODing to make it remotely useable.

     

     

    EDIT:

     

    Ok I can't get it any lower than 6,620 tris without a full redo. I have however made LOD1 at around 4,500 tris. Chalk, it's upto you whether you want to use mine or Hapslash's Stormtrooper. :)

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