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Mod Restoring & ReTexturing. ====== Normal Maps ====== ====== Overview ====== **Normal Mapping** Say goodbye to dull surfaces with 3D World's high-speed tour of the games industry’s hottest new technique If you aim to work in games, it’s worth playing around with normal mapping. Now one of the industry’s hottest topics, normal maps make the surface of a game model look much more detailed and impressive. This detail is displayed in real time: the images in the article are screenshots, not renders. To create a normal map, a 3D software package samples the directions in which the surfaces of a detailed model (a higher-resolution version of the in-game object) face, storing the information as colored pixels.

At present, a common approach is to build the hi-res source model immediately, but I feel it can be more effective to start with the lo-res final model. ====== ArmA guys ====== Panda[PL]: The problem with specular map is: it needs two channels to work! Www.3dxtra.cygad.net/list/561/1.htm www.coronach.org/tutorial1.html. Oxygen2 - Tutorial #5 - Armaii - Tool Basics #1 - Downvideo. Tutorial 3. Contents Introduction This is a follow up to my ` BISoldier Model Tutorial `tutorial. I got some great feedback form the tutorial but, there were also issues that would take a lot of fixing due to the base model being used. What I aim to do with this tutorial is run through the whole process again, this time with a far better base model whilst also addressing the issues that were brought to my attention. Main Issues that are fixed: Wound textures didn't show on unit. A bit of information on the base model used for this tutorial...

For this tutorial I will be using one of Synides decoded MLOD models. One bit of advice I will give you at this stage is don't rush! Basic knowledge This tutorial is written as to be understood by people who may have never touched an OFP/ArmA editing tool. I am assuming that readers of this tutorial have a basic knowledge of computers. I will, where possible list shortcuts to these basic functions but I don't want to detract too much from the tutorial itself. Arma 3 Modding Characters. Intro This is an early version of a character model making tutorial for Arma 3 Alpha.

It still relies on the old Arma 2 tools and only limited example models are provided - may be expanded in the future. Requirements Other useful material Arma3 specific Arma2 / Arma1 / OFP / general Creating Arma 3 characters from scratch Part 1: character creation in 3dsmax open A3_character_template.max and use its skeleton as a base to create your own character in a traditional way. Part 2: Export from 3dsmax install VM_s-P3D_Export.mcr (included in A3_Character_Examples_1.1.zip ) into 3dsmax (like this: , except our groups name is VM's) or Google "installing macroscripts in 3dsmax" make sure the mesh is flawless, no zero faces, isolated vertices etc.

Part 3: Import and check in O2 all general rules of arma p3d models, textures and materials apply. Part 4: Finalizing in O2 Run second O2, open Arma 3 character template P3D. Getting it all in the game. FAQ.