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Tempust85

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Everything posted by Tempust85

  1. Awesome that a certain issue is now fixed. :D

  2. Nice work, I'm wanting a ROTJ look + a few variations in skin color & clothing color.
  3. I've read that you use vertex lighting for details/models and leave the rest of the map for lightmap. Is that right?
  4. I'll upload a video once I make the animations. The pig needs a reskin of sorts, I'll look into that later though.
  5. Haven't made it yet, but there will be a small amount of shine for the handle and the blade will have a good amount but not overkill.
  6. Update:
  7. Tempust85

    Reek

    Feet look unfinished?
  8. Update. Consistent colors: Shadows: Modview: Need to make some animations now.
  9. It matches the quality of the rest of the model, I think I'm just being picky.
  10. Update: Tris: 598 Verts: 430 I decided to remove the blade detail seeing as looking closer, it's not in any references. I resized the head a bit to match the reference better. Added a little chip in the blade also.
  11. Update: Tris: 624 Verts: 456 Small tweaks here and there.
  12. I've put a red oval over the area, but I don't mean the area inside the oval:
  13. I just noticed. The only crit I hance for the model itself is the big round things on the sides of the head where the cannons come out, they are too low poly for such a large object. Most likely too late though lol,
  14. I need to increase the handle a tad, forgot it last time. I'll decrease the 'collars' a bit until they and the handle are in sync.
  15. Damn I was hoping to use it with DF2 mod.
  16. Does qeffects work with openjk?
  17. I think there's a surface light somewhere you can adjust in the sun shader. Btw the q3map2 manual says to use samples instead of filter.
  18. I'll try the _lightmapscale, thanks.
  19. Update: Tris: 658 Verts:471 Should be quite accurate now. I know what you're going to say that the axe blade could be reduced, but I've detached the faces on the blade for good shine purposes and I'm still well within my limits.
  20. Yeah, trying to eyeball a perspective reference really sucks sometimes.
  21. Updated the GLM & MD3 tutorials to be slightly more clearer

    1. Circa

      Circa

      More clearer? :P

    2. Tempust85

      Tempust85

      Yeah, and I put a note in the MD3 tutorial to link to the GLM tutorial about the new way to make weapons that doesn't require MD3view :)

    3. Circa

      Circa

      I was actually poking fun at your grammar. :P but nice!

  22. I'll post this here rather than post a new topic: Is there a way to reduce the "stair" effect on shadows? My compile line for lighting: [light] -lightmapsize 2048 -fast -samples 3 -cpma -samplesize 1 -patchshadows -shade -v "[MapFile]" Adding -bounce 8 or upping the -lightmapsize changes nothing. Any ideas from the pros?
  23. Nah, I'm just going to texture it. Rend2 won't ever be finished by the looks of it seeing as no one can/is able to help Xycaleth, poor guy is burnt out on it.
  24. Small update. I've made the ends of the handle flat rather than rounded. Going for a more weathered & crude look.
  25. Well I figured you've got the AT-ST to do, and I need a break from mapping.
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