Upcoming Skins and Shader Maps #2
Re: Upcoming Skins and Shader Maps #2
This will be one of the skins in my christmas release(will be on christmas day of course)
Re: Upcoming Skins and Shader Maps #2
I think you should spend a bit more time on that thing. It looks... uh not the best.ColtHans wrote:This will be one of the skins in my christmas release(will be on christmas day of course)
Re: Upcoming Skins and Shader Maps #2
ik, it was just supoesed to be a joke but yea i might redo it.AtlasZoor wrote:I think you should spend a bit more time on that thing. It looks... uh not the best.ColtHans wrote:This will be one of the skins in my christmas release(will be on christmas day of course)
Re: Upcoming Skins and Shader Maps #2
I was wondering if anybody knows what number font this is Thanks-Colin Moore #727 wrote:What number font did this guy useSquidmob567 wrote:
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Re: Upcoming Skins and Shader Maps #2
custombootsie wrote:I was wondering if anybody knows what number font this is Thanks-Colin Moore #727 wrote:What number font did this guy useSquidmob567 wrote:
Re: Upcoming Skins and Shader Maps #2
looks like hes ded jim with custom variations to it like skewing and the dashesbroland278 wrote:custombootsie wrote:I was wondering if anybody knows what number font this is Thanks-Colin Moore #727 wrote:
What number font did this guy use
Re: Upcoming Skins and Shader Maps #2
broland278 wrote:custombootsie wrote:I was wondering if anybody knows what number font this is Thanks-Colin Moore #727 wrote:
What number font did this guy use
ok Thanks For RespondingMatias43_ wrote:looks like hes ded jim with custom variations to it like skewing and the dashesbroland278 wrote:custombootsie wrote: I was wondering if anybody knows what number font this is Thanks-
Re: Upcoming Skins and Shader Maps #2
I'm starting to learn how to make gear, but I am confused on the shading. I don't want to use someone else's shading, so how would I go as to making my own shading?
jlv wrote:This post is useless.
Re: Upcoming Skins and Shader Maps #2
Make em from height maps, always seems to be the easiest, fastest (Once you get her dialled) and looks okay too.
Hi
Re: Upcoming Skins and Shader Maps #2
By height maps, do you mean the normal map?Boblob801 wrote:Make em from height maps, always seems to be the easiest, fastest (Once you get her dialled) and looks okay too.
jlv wrote:This post is useless.
Re: Upcoming Skins and Shader Maps #2
Alright. Got a brain puzzle for y'all skin creators. I've recently taken on the task of wanting to make gear. Why pay for something if you can learn to make it yourself?
I have the knowledge that the current rider model's UV is a little weird when putting skins in game.
Every skin I have seen has had clean, straight lines, and linear curves on the PSD that look aesthetically pleasing to the eye. I have noticed that when you put it in game, those straight lines are no longer straight. They have weird edges that come up when it is wrapped around the model. You can see below what happens to a clean looking skin is put into Blender and In-Game.
NONE OF THE SKINS YOU SEE ARE PRIVATE
Example Clean PSD
Example Clean in Blender: Front Back Left Right Top
Example Clean in Game
My goal was to make the set of gear to look the best in game as possible. That means making the PSD not look too pleasing. I used blender texture paint feature to make sure the lines are straight and the curves are linear on the model, hence the jacked up PSD. You can see below what happens when you have a PSD that doesn't look the best, but fine in Blender and In-Game
Example My PSD
Example My in Blender: Front Back Left Right Top
Example My in Game
So, IMO, mine looks better in game because it has all the straight lines and curves it should, but in the PSD, it looks all jacked.
Would someone be able to shed some light onto this situation and why every single skinner goes to the clean PSD, but not as clean in game. I don't mean to come off rude to content creators, but I'm just confused on if I'm doing anything wrong. I would love to have a clean PSD as well as a clean in game skin.
I have the knowledge that the current rider model's UV is a little weird when putting skins in game.
Every skin I have seen has had clean, straight lines, and linear curves on the PSD that look aesthetically pleasing to the eye. I have noticed that when you put it in game, those straight lines are no longer straight. They have weird edges that come up when it is wrapped around the model. You can see below what happens to a clean looking skin is put into Blender and In-Game.
NONE OF THE SKINS YOU SEE ARE PRIVATE
Example Clean PSD
Example Clean in Blender: Front Back Left Right Top
Example Clean in Game
My goal was to make the set of gear to look the best in game as possible. That means making the PSD not look too pleasing. I used blender texture paint feature to make sure the lines are straight and the curves are linear on the model, hence the jacked up PSD. You can see below what happens when you have a PSD that doesn't look the best, but fine in Blender and In-Game
Example My PSD
Example My in Blender: Front Back Left Right Top
Example My in Game
So, IMO, mine looks better in game because it has all the straight lines and curves it should, but in the PSD, it looks all jacked.
Would someone be able to shed some light onto this situation and why every single skinner goes to the clean PSD, but not as clean in game. I don't mean to come off rude to content creators, but I'm just confused on if I'm doing anything wrong. I would love to have a clean PSD as well as a clean in game skin.
jlv wrote:This post is useless.
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Re: Upcoming Skins and Shader Maps #2
Fresh out the oven
Andy_Hack wrote:I'm honestly not really impressed.
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Re: Upcoming Skins and Shader Maps #2
I like the shroud more then anything, looks good man!GKSracing104 wrote:
Fresh out the oven
Re: Upcoming Skins and Shader Maps #2
Your does look much better in game. And the way you are doing it takes more time but the end result is better. The quicker and easier way is to map it all out in photoshop using straight lines over the UV map to get the basic design however, your final product won't look as nice.John23 wrote:So, IMO, mine looks better in game because it has all the straight lines and curves it should, but in the PSD, it looks all jacked.
Would someone be able to shed some light onto this situation and why every single skinner goes to the clean PSD, but not as clean in game. I don't mean to come off rude to content creators, but I'm just confused on if I'm doing anything wrong. I would love to have a clean PSD as well as a clean in game skin.
Re: Upcoming Skins and Shader Maps #2
Thanks for your response! I just thought I was doing something wrong. Apparently notaeffertz wrote: Your does look much better in game. And the way you are doing it takes more time but the end result is better. The quicker and easier way is to map it all out in photoshop using straight lines over the UV map to get the basic design however, your final product won't look as nice.
jlv wrote:This post is useless.