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WhiteTreePaladin

WFG Retired
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Posts posted by WhiteTreePaladin

  1. I've watched that video lots of times - it's a good one and I still use it for reference. But what I want to learn is how to optimize the uv map. Specifically how to align islands without overlap or waste. The snap to pixels option in Blender is good for squares and quads with 90 angles (I just realized I don't know how to make a degree sign), but with other quads and triangles it tends to cause distortion.

  2. Thanks for replying! (and quick too) :)

    I'm looking forward to the extention of your texturing 101. About Gimp, I've heard that adjustment layers and a one window interface option have a good prospect of making it into Gimp 2.6 (I started using Gimp a little before 2.4 was released.)

  3. I started learning Blender around June or July and Gimp about a month later. I've learned alot from tutorials though I'm nowhere near good enough for an application. I know the team is always busy, but I wanted to know who on the team uses Blender and who uses Gimp (if any)?

    GIMP (I have access to an old version of Photoshop (5.0) but can't afford to upgrade and won't be able to transfer even the old version when I get my own computer someday.)

    I downloaded the shield files from the Modding forum, but noticed that they didn't look right. I open it in Photoshop and and after some searching on Google, I learned about the Bane of Gimp :) - no adjustment layers... I wanted to know if anyone here uses Gimp and how they deal with the lack of support for adjustment layers (workarounds, hints, etc.)

    BLENDER

    I'm also learning Blender. Does anyone here have tips on editing the UV layout? I have found some tutorials, but what I primarily want is info on how to optimize the map with limited distortion or change of scale.

    I know you're all busy, but any little help on anything related to Gimp or Blender would be most useful. :D

    [edit] I'll certainly take advice from those not on the team as well; I didn't mean to appear to exclude anyone.

  4. In the October screenshot, the stair texture is similar to the one in BFME2. I mean that it is narrower at the back of each step to make it appear 3d. I would suggest maybe increasing the angle a little for a better effect as they look "slanted" at the moment.

    -just a little "Argalian-like" comment. (y)

  5. I really wish I could help; I don't have any specific skills though (or I would have already applied :) ). I am starting to learn Blender. I also have a version of Photoshop (5.0 I think), but I don't know how to use most of the features. Perhaps I could learn how to texture? Maybe I could do history research? I'm very good at finding errors and typos. Oh well, I guess I'll just have to keep on learning until I can be of service.

  6. I've got pictures of each one of them

    If you can, please do.

    Which animals will actually be huntable and which will be predator only?

    I think it would be great if we could have separate sections in the media category where we could view units, animals, buildings, etc. that have already been released (similar to heaven game's sections). We already have concepts, and that's good too, but I would like to see a section with closeup pictures of all of the units of each category in one spot. The information would be short, much shorter than a showcase, and would include units that have already been featured in showcases.

    BTW, I called it the hunter smilie because of the psuedo "binoculars."

  7. I like the scaled down ships; they're not too small or large. But like others have said, shouldn't the oars be scaled too? (in number not size)

    (You could make ten screenshots a day? Hmm, well how about 1/70 of that? :D )

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