Skuggasveinn wrote: ↑
Mon Sep 17, 2018 12:59 am
Personally I like the ceiling, especially if you add more random wines and stuff hanging from it.
Regarding the water flow and UV maps, you should definitely look into it, I did some stuff way back that used this technique and it opens up a lot of possibilities.
Just keep the UV's straight flowing from one model to the next and you can bend any way you want.
The modular river that I did came out really good.
And when it moves the magic comes to live
https://www.zorglubb.net/grimrock/dropz ... rRiver.mp4
I can dig up the files for the modular river and send it to you if you want to study it ?
Thanks Skuggs. I would like to have a look at your modular river files. It looks really good, and I want to add some more bends and part to the gutters system I am planning.
Concerning the ceiling. I have something in mind with vegitation that I will show later for feedback.
A little bit stuck on making plants that come straight out of the stone or more work.. but nicer ..out of the cracks between, but then I'll have to design more parts...
@Isaac. So far as I know I am using normal maps in the log2 format. (The green ones, I use mindmap to make a normal map from diffuse and then did the gimp thing .. where I make the red and green channels black)
Perhaps you mean that the overal texture theme is to dark ...causing the wro g tangents ? ... can you be more specific ? I would like to know what looks "bad" so I can tweak it. ... or perhaps I need to flip normals (still havent figured out a the stuff and learning)
In general. I am thi g of bringing this tileset out in a few weeks... but would really appriciate it if someone would be willing to look over my scrips, models and textures by then... so that I can make it more user friendly, less bloated. Atm these objects are incorperated into my mod assets and not in their own folder... so ill have to bundle them to distrubute it. Any help would be appriciated. But for tge time beeing ...it is not tet complete and I have more ideas to add.