How to make texture for camo net ? is there some tutorial ?
Re: Deir Ez Zor [4km]
Posted: 2017-06-12 03:48
by rPoXoTauJIo
CaptMiller wrote:New house, at this time all UVs works good
1380 tris
That's something better we've seen here before
Can post wireframes and UVs?
CaptMiller wrote:How to make texture for camo net ? is there some tutorial ?
As for this, you just doing your camo mesh just like any other mesh, and on final export need to use texture with alpha channel as transparent one, and setting Transparency to 'Alpha Test' for mesh.
Re: Deir Ez Zor [4km]
Posted: 2017-06-15 16:58
by CaptMiller
Military barrier block, height is 3.5 metres
Re: Deir Ez Zor [4km]
Posted: 2017-06-15 17:02
by Rhino
cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?
'[R-DEV wrote:Rhino;2166720']cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?
I didn't add lifting hooks, because it probably can take a lot of polygons, I gonna make long walls consisting of this blocks, so that can take really a lot of polys because of hooks )
I saw the tutorial, but so far I have not studied, since it takes time for translation, still low level of eng
I used mecity_c, mecity_de textures
Also want to show remastered guard tower with alfa camonet)
Re: Deir Ez Zor [4km]
Posted: 2017-06-16 19:56
by CaptMiller
2 new static in editor
Re: Deir Ez Zor [4km]
Posted: 2017-06-16 20:04
by Mineral
These statics are a massive improvement! Great work. Although like Rhino said some more detail would be great.
I would also definitely include some more dirt layers in those statics. Some cracks, bullet holes etc would make it much more natural in the warzone.
Re: Deir Ez Zor [4km]
Posted: 2017-06-16 22:44
by CaptMiller
ok, will show screens with wireframe in next days
Small queston:
Those small sandbags on tower is too glossy, think I should use some Alfa texture, but which I can use for this ?( first texture is green tent texture)
Re: Deir Ez Zor [4km]
Posted: 2017-06-18 10:17
by mries
I like how the tower has quite a lot of cover and still a high FOV for a soldier, atleast what I could see from the video.
Im learning Russian now and would like to help you translate but currently I am far from competent to be able to do proper translates.. So keep practising the English, if you want/have time I can introduce you to my teacher (using Skype), she also teaches English for Russian speakers.
Re: Deir Ez Zor [4km]
Posted: 2017-06-20 15:08
by CaptMiller
mries, thanks, but I'll manage
Made 2 new static. I decided to do several new village houses(about 10), to make my map more original.
syr_vlg_house_2
lod0 - 1655 tris
lod1 - 369 tris
WireFrame
ref
lod1
syr_vlg_house_1
lod0 - 364 tris
lod1 -44 tris
WireFrame
ref
textures used in 2 houses - mecity_1, mecity_1_de, mecity_1_di, mecity_1_deb, mecity_2_de, mecity_2_deb, null_di, paint_metall, painted_metall_de, painted_metall_deb, redrust_2c, rust0_de, rust0_deb
Re: Deir Ez Zor [4km]
Posted: 2017-06-20 16:27
by Rabbit
There is a cinder block texture that might be better suited for your buildings.
Would tbh use this one, has a normal etc: objects\staticobjects\pr\textures\common\common_breezeblocks_01_de.dds
buildings look cool although the roof and foundation side textures look pretty bad tbh.
Re: Deir Ez Zor [4km]
Posted: 2017-06-21 08:34
by CaptMiller
Reworked
Re: Deir Ez Zor [4km]
Posted: 2017-06-21 10:32
by Rhino
The colour doesn't work and you should make the bricks align with the foundation, roof and windows properly. Right now just above the foundation, there is 1/4 of the brick used, and same with the roof, where the windows almost line up but not quite.
Are you also using the deb (normal)? looks kinda flat right now. Roof and foundation textures still are pretty bad.
Re: Deir Ez Zor [4km]
Posted: 2017-06-21 11:09
by CaptMiller
Yes, I used Deb, dont understand in flat too. Should I use another colour for outside walls ?
About the foundation,roof: I used the this texture almost full-length
Re: Deir Ez Zor [4km]
Posted: 2017-06-21 12:09
by Rhino
your ref here is a light creme breezeblock, so yes, I would use another colour since I've yet to even see them come in that colour: http://i.imgur.com/dOVePWJ.jpg
As for them looking flat, looks like it's just BFMesh View not showing the textures very well, why I always recommend previewing your statics in the editor as Mesh View often lies, sometimes drastically with not using the correct shader techniques etc.
As for your foundation/roof, it looks like just a flat colour, no detail... In your ref it's obviously concrete so you really need a concrete detail texture used on them and also it's generally a flat grey colour for the concrete where your current colour is mostly black with bits of creme, not fitting the ref or concrete generally.
I would use something like "objects\staticobjects\pr\textures\conc_tile_2_de.dds", although just noticed its normal has the green channel the wrong way round for the BF2 engine (holes are popping out than sinking in) but will fix that now and still a good texture for the job, although there are many others you can use too.
Re: Deir Ez Zor [4km]
Posted: 2017-06-21 12:22
by CaptMiller
Which is colour texture I should use for outside walls ? (accurate name and foulder)