![]() |
Quote:
|
Quote:
|
Thanks fubar!:up: :up:
Mast |
damn!
damn! you're truly amazing Fubar! :huh: i wonder how can achieve such a number of beautifuls skins so quickly lol! amazing :damn:
Still, one thing really struck me. Indeed, I'm suprised nobody ,especially you, ever thought of using normal maps for your skins... If you already rummaged through SH3 textures, you might have see that crews models does use 2 sets of textures, one being the "diffuse" map (the regular one) and another one wich is a NORMAL map (i suggest you look on google if you don't know what it is). That mean SH3 engine is capable of handling normal maps wich are vastly used for high levels of details in nowaday nextgen games. In SH3, those maps are strangely used on crew only but i don't see why it couldn't be used on any other objects (although they are in a distinct shade of yellow instead of the usual blue color)... All we have to do is find (if it has to) what triggers the use of normal maps in SH3 and design some for every objects. I do believe (wll i'm sure in fact ;)) it could greatly improve your skins details. I did made some early attempts, still without any success for the moment, but i think you should consider the idea. :lol: |
@fubar
are there any plans for type IX skins ? :hmm: |
Quote:
Thanks mate, very cool skin bro...:rock: |
Great work fubar, thank you :up: !!!
|
Kapitan zur see nice idea however I would not know how to make this work.
jimbuna I may do a few for the type IX Heres the link for the U253 skin http://hosted.filefront.com/fubar45 |
i'm working on it, but can't find any bump mapping controller. maybe i'll have to do some hex editing wich i'm not good into at all. At least, it could emphasis things like rivets etc. One thing that would have been great is specular mapping but i don't think it's in use in SH3 engine. On the contrary, it's obvious it's been widely used in sh4 engine as one could see it on the screenshots.
|
i'm working on it, but can't find any bump mapping controller. maybe i'll have to do some hex editing wich i'm not good into at all. At least, it could emphasis things like rivets etc. One thing that would have been great is specular mapping but i don't think it's in use in SH3 engine. On the contrary, it's obvious it's been widely used in sh4 engine as one could see it on the screenshots. Still, it seems normal mapping in SH3 kills dynamic lighting on the objects mapped this way
|
Fubar, my congrats for your wonderful skins !
Looking at them closely, one can see tons of improvements in numerous tiny details : the rivets, the oval and round holes in the sub's hull became incredibly sharp in details, the exhaust pipes are now present, etc, etc... :up: I have to say I'm always on the hunt to get your new skin releases ! And well, I was silly enough to think I would be able to make my own skin for my U-Boot from yours... But obviously, the job is too far above my competences. :dead: So, as the Mediterranean camo (below) is my absolute fav, I'd be very pleased to see - one of these days ;) - its TGA files updated with all the latest "killer details" that are now present on your skins. I tried to do it myself with Photoshop but unfortunately I messed more than I improved... :roll: No doubt that one do not become a "skinner" so easilly (lol) ! Meanwile, thanks for your amazing job so far ! http://img135.imageshack.us/img135/3752/medcamoxb5.jpg |
Very nice skins Fubar!
Do you have a complete list, or download page, of all your skins that currently work with GWX? I guess I don't know which skins will work with GWX, and which skins will not. I don't want to mess anything up. Thanks. |
Michelangelo, Rembrandt, Dali and Fubar.... (And danlisa, since he makes some beautiful skins and sigs too!) Then the list is complete...!!!:up::up::up:
EXCELLENT!!!!! :yep::rock::rock::rock: Edit: I noticed that these skins are around 30 Mb. Is the size larger since they are made for GWX? IIRC the skins for GW 1.1a was max. half the size (those i made...) I just have to ask, mateys..:roll: |
Quote:
And a belated Merry Xmas sorry so late. :damn: Firewall |
Quote:
|
All times are GMT -5. The time now is 02:42 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.