You only need xNormal when you're working with sculpting software like ZBrush, Mudbox, Sculptris, 3D Coat and so on. When you're working on subdivision level 6 or 7, a simple OBJ text file describing the vertices is well over 100 MB! xNormal lets you bake stuff without rendering them in viewport, so it can handle stuff that most slows 3D applications to a crawl, and even stuff that's so complex most apps can't open them at all.WillGreen wrote:That last cart is looking aweasome, it really improves from the lowpoly :O.
Im wondering why is everyone using Xnormal?? im curious, i just learned yesterday how to bake normals and doing it from inside 3dsmax looks fairly simple, you have a lot of control. But everyone is telling me to use Xnormal
Project Showoff
Re: Project Showoff
Re: Project Showoff
Thank you so much that made thinks much more clear, and im gonna try it assap!!!
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Re: Project Showoff
I just uploaded a video of a platforming level I made.
Here's the level file: To play it, put it into your /Overgrowth/Data/Levels/Project60/ folder. It will replace your current Red Desert level, so if you don't want that, then place it right in your levels folder instead.
If you replaced your Red Desert level, then just load the Red Desert map from the main menu. If you placed it in your Levels folder and didn't replace your Red Desert level, load it by typing the exact name of the level (including the .xml at the end) into the custom level loading field on the main menu.
I'll be taking a closer look at this level in this weeks Overgrowth Weekly, number 8. http://www.ogweekly.com .
Here's the level file: To play it, put it into your /Overgrowth/Data/Levels/Project60/ folder. It will replace your current Red Desert level, so if you don't want that, then place it right in your levels folder instead.
If you replaced your Red Desert level, then just load the Red Desert map from the main menu. If you placed it in your Levels folder and didn't replace your Red Desert level, load it by typing the exact name of the level (including the .xml at the end) into the custom level loading field on the main menu.
I'll be taking a closer look at this level in this weeks Overgrowth Weekly, number 8. http://www.ogweekly.com .
Re: Project Showoff
Haha, the prize is awesome
Re: Project Showoff
lol I almost thought the prize was a giant egg. Simple and fun nice
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Re: Project Showoff
I'd be curious about if I'm the only one who can get through that level. And if anyone has made their own platforming level, I'd really like to play it!
Re: Project Showoff
hey guys, i was wondering... does anyone of you know how is the specularity controled on the decals??
I have succesfully done a decal but it has a damn high specular , it looks more like metal and it should be fabric
I know in the regular objects its controled via alpha channel, but it seems here the alpha channel indeed controls opacity so im not sure how to change it. I have used "ThickMoss" decal as comparison and it doesnt have this problem, but alphas are fairly similar and the xml doesnt point to a spec map??
anny ideas?? thank you .
And great map Silver, looks god damn difficult xD
I have succesfully done a decal but it has a damn high specular , it looks more like metal and it should be fabric
I know in the regular objects its controled via alpha channel, but it seems here the alpha channel indeed controls opacity so im not sure how to change it. I have used "ThickMoss" decal as comparison and it doesnt have this problem, but alphas are fairly similar and the xml doesnt point to a spec map??
anny ideas?? thank you .
And great map Silver, looks god damn difficult xD
Re: Project Showoff
The only thing that comes to mind is that you somehow have a wrong shader. I doubt it's something that simple, however.
Re: Project Showoff
love the price silverfish, and it's fairly challenging =)
Re: Project Showoff
Hey looks great SooSiaal, rabbot 3.0 maybe??
One little point is that im not sure but i think Og doesnt support glow maps so the green "eyes" will be a plain green color. Would love to see how you rigg it, im always interested in mechanical rigs so keep us informed
Also "her" lol haha
good job
!
One little point is that im not sure but i think Og doesnt support glow maps so the green "eyes" will be a plain green color. Would love to see how you rigg it, im always interested in mechanical rigs so keep us informed
Also "her" lol haha
good job
!
Re: Project Showoff
It's possible to write a shader that uses emissive map. Green glow around the eyes will be more complicated, but basic glow should be quite simple.WillGreen wrote:Hey looks great SooSiaal, rabbot 3.0 maybe??
One little point is that im not sure but i think Og doesnt support glow maps so the green "eyes" will be a plain green color. Would love to see how you rigg it, im always interested in mechanical rigs so keep us informed
Also "her" lol haha
good job
!
Re: Project Showoff
I wasnt expecting it to make it glow within the game, but if it's possible who knows
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Re: Project Showoff
not really anything to show off about but it was interesting