Morrowind Plants of March
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03-27-2006, 02:59 PM,
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Quote:Originally posted by Garrett Thanks for your critique. I might update them sometime in the future, or we might find better suited model contenders for representing these plant types. But my approach in making them was to "get it done" since it didn't seem likely anyone else was going to. I put it off as long as I could because I was rather happy with having created so much information in the reference thread and all the "tools" for someone else taking on those modelling jobs were there. I'm not blaming anyone though, I totally understand if modelling plants isn't the most fun thing for someone to do. But I rather like doing it. I believe the luminous effect in some mods were made with a technique called glowmaps. The engine supported it, but Bethesda didn't use it themselves. It was something that could be set up in the shader model provided by the "TES Exporter" plugin for Max. But I'm not sure if it's possible to set it up without an exporter like that. If a real exporter is released together with a shader that supports glowmaps then it can definitely be done, but right now there's no guarantee the engine even supports it anymore. Did you mean that you would like me to use a higher bump setting on the mushrooms?
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03-27-2006, 03:58 PM,
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Wow, fantastic work. I love the leaf texture on the Ash Yams, unbelievable.
Big kudos :bow:
Be not afraid of growing slowly, be afraid only of standing still.
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03-28-2006, 04:12 AM,
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Well, maybe not as high a bumpmap as in the first screens (in the other thread) but I just thought they could do with a bit of gnarliness rather than the perfectly smooth model they had in MW. It's not easy to tell without seeing them in the actual game of course.
When it comes down to it, we're helplessly treading water until Beth comes through with a converter. Apparently the NifSkope plugin now supports Oblivion but can't of course add Havok collision data. |
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