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Showing content with the highest reputation on 06/10/14 in Posts

  1. I love this track stage
    1 point
  2. love this episode...I actually jumped off the couch myself
    1 point
  3. well, it's tweaked and textured, I'm likely to tweak the bump map more, currently it's just accentuating the the current texture, I want to add some defined battle scars into the base in at some point. if my PC could handle mental ray and advanced lighting a little better, I'd render with that, but it seems to lock the PC up and cause quite a lot of CPU strain (oddly my GPU doesn't kick up a fuss). I might start up Maya and see if the rendering result is any different. For now I'm just using scanline, so the quality is quite diminished. soo, anyway, here's a modified test render: Backgrou
    1 point
  4. I have tried it in game and that's why I was so disappointed with the effort. Ambient Occlusion layer is not a bad idea if a person has 3dsm, Maya or similar program. Not that familiar if GR .chr models open in either. Been awhile but there was a GR utility that allowed import of a character model and the ability to spit out either a specular or AO layer. But the layer was ill defined and did not match the texture in size or scale. Below is a method I have tried before and I know Alex has used it too. Cut out the web gear as a layer and desaturate it. Then paste some desaturated pack or
    1 point
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