No, i didn't do anything with textures, exported it as it was, Maybe its just Quixel rendering studio has done smth.
But i checked them in maya after export, anything seems to be fine
Flame Thrower (2)
- AlexRaidock
- Posts: 23
- Joined: Thu Sep 17, 2015 8:36 am UTC
- Contact:
Re: Flame Thrower (2)
Dam i want 2017 already...
- AlexRaidock
- Posts: 23
- Joined: Thu Sep 17, 2015 8:36 am UTC
- Contact:
Re: Flame Thrower (2)
Just remembered, well in final image i plased Ambient Occlusion maps on top of diffuse maps with multiply made. And AO + diffuse give much more nicer look. Forger to do it after map exporting...
Dam i want 2017 already...
Re: Flame Thrower (2)
Well, let's just wait how the textures look ingame. Whoever imports please leave a screenshot here.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- AlexRaidock
- Posts: 23
- Joined: Thu Sep 17, 2015 8:36 am UTC
- Contact:
Re: Flame Thrower (2)
Textures update. Thanks Viech. I just use 2k textures in my models, and program settings have been set to 2k. Had to rerender them in 4k Now all good
New .zip below
Model + .tga + .psd for future modifying(850mb) yes, photoshop layers is a mess
https://www.dropbox.com/s/17eu97dttebz7 ... D.zip?dl=0
Model + .tga(56mb) for easy peasy
https://www.dropbox.com/s/0hw7pislm4nr4 ... l.rar?dl=0
Dam i want 2017 already...
Re: Flame Thrower (2)
Hey Alex, did you make a third-person version of the flame thrower?
Re: Flame Thrower (2)
Model is ingame, good job!
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction