All that work for nothin'. Great job testing.
Lol, well at least after all that i learned a good bit about texturing and 3d editing, might be useful considering i like to design stuff.
Although i'd like to know, is PNG the best format for rendering on these models. or is there a better quality one i should use?
(09-02-2015, 01:28 PM)supersmashball Wrote: [ -> ]Well, I wouldn't know about PS, but when exported, loaded with a plugin,
GIMP loads 'em completely blank for me.
Not that you're asking, though....
That's odd. Never used GIMP for DDS purposes. I sometimes use it when I'm out of the house, and I don't carry a Photoshop license on that certain computer.
(09-02-2015, 04:39 PM)uac9000 Wrote: [ -> ]Lol, well at least after all that i learned a good bit about texturing and 3d editing, might be useful considering i like to design stuff.
Although i'd like to know, is PNG the best format for rendering on these models. or is there a better quality one i should use?
IMO yes because uncompressed, but if you're submitting to the models resource it only accepts PNG
Has Shadow Mario been ripped? Just wondering.
(09-02-2015, 05:00 PM)ThatTrueStruggle Wrote: [ -> ] (09-02-2015, 04:39 PM)uac9000 Wrote: [ -> ]Lol, well at least after all that i learned a good bit about texturing and 3d editing, might be useful considering i like to design stuff.
Although i'd like to know, is PNG the best format for rendering on these models. or is there a better quality one i should use?
IMO yes because uncompressed, but if you're submitting to the models resource it only accepts PNG
PNG is lossless compressed
(09-02-2015, 04:39 PM)uac9000 Wrote: [ -> ]Lol, well at least after all that i learned a good bit about texturing and 3d editing, might be useful considering i like to design stuff.
Although i'd like to know, is PNG the best format for rendering on these models. or is there a better quality one i should use?
Nah, PNG is only accepted, though DDS compresses better in archives, though more space is taken, so.....
Just stick with PNG.
I just noticed something while comparing textures in noesis. When i use texconI just noticed something. When i use texconv2 to change gtx files to dds, there are two different output folders outDDS and outDDS_lossless. Look at the difference between the two output folders normal mapsv2 to change gtx files to dds, there are two different output folders outDDS and outDDS_lossless. Look at the difference between the two output folders normal maps.
outDDS_lossless
and outDDS
I guess this is why i was having trouble with the normal maps, i used the wrong one and at the time i didn't realize they where supposed to be transparent.
Oh, I completely forgot to mention that you should use
this QuickBMS script on the files in the OutDDS_Lossless folder (overwrite the existing files when it asks) to fix the improper header flags for transparency and colouring. That's the fault of the TexConv2 program, not my texture-conversion methods.
*sigh*
I wish people would stop recommending XNALara models...
http://www.mediafire.com/?8u4ys6gvu5q6mcs
I ripped this a while back and never got around to making DAE / SMD files for 'em. Use
these. I'll work on cleaning up and submitting this to The Models Resource sometime before the end of the month, so please don't try to submit this as your own.
(EDIT: And I need to say this, too -- do
not decompile another user's Source Filmmaker, Garry's Mod or XNALara ports for use in Models Resource submissions.)
I didnt see ryu on the list.Who's doing Ryu?
(09-07-2015, 02:55 PM)StrikeHedgehog Wrote: [ -> ]I didnt see ryu on the list.Who's doing Ryu?
I've got him done already. But I might not submit it because, 'all my models
have problems'.
Well I've tried using photoshop to overlay the normal map on the diffuse map like Nobody231 said, but the color for Shulks skin on his swimsuit alt isn't coming out quite right.
Its just the color for the skin, the color for his clothing and monado sword is just fine. It looks fine when i try to render it in 3dsmax, so i'm not sure whats wrong here.