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Old 06-15-08, 06:31 AM   #1
OakGroove
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Default [Tec] Texture location Fumo (Radars) UBM

Greetings,

i´m currently doing some re-textures of the UBM IX D2, but i´m a bit lost here. Specifically i`m looking for the texture used on the fumo panels:

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Old 06-15-08, 07:03 AM   #2
OakGroove
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Thanks Mikhayl, that should keep me going. The unaltered texture simply looks out of place on the boat now.

I´m currently fiddling with with specularity and glossiness level in the respective .dat file, but didn't yet achieve the desired results.

status:
Schlickgrau

Dunkelgrau
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Old 06-15-08, 08:33 AM   #3
OakGroove
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It`s a fictional emblem with historical elements. In the upper left corner there's the emblem of the 12th Flottilla / U-195. And yepp, texture mapping is as horrible on the IX D2 as it has always been in SH.
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Old 06-16-08, 12:03 AM   #4
LukeFF
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Good to see you back around, OakGroove!
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Old 06-16-08, 10:47 AM   #5
OakGroove
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Hey Luke, thanks!
I was taking a break from SH, but got UBM recently, and got interested again in doing some stuff.

Here's a small update; i eliminated most of the excessive specular lighting that made any camouflage coating somewhat of a moot point. I´m still trying to find a balance between a too dry looking texture and one that's coming out too shiny.




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Old 06-16-08, 01:51 PM   #6
Xantrokoles
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Really amazing textures!

two quests:
-are you woking with the lightmaps too?
-do you work with 2048X2048 texures or is this dispenable in Sh4?
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Old 06-16-08, 04:06 PM   #7
OakGroove
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Yes. Lightmaps have been re-worked to accomodate for the new texture. In addition i edited the *.dat files for gloss/specular levels. Texture size is 2048x2048.

It´s a real pain though trying to add realistic detail, as plenty gets mirrowed all over the model. Some detail can only be realised via the lightmap, but even at 2048x2048 it gets blurred quite a bit.
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Old 06-16-08, 05:45 PM   #8
skwasjer
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To achieve more details, you'd probably have to redo all the uv-maps (with less overlap and less stretching) and use a couple of extra materials, so you can use more textures with less overlap of the uv-data.
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