Search Results
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Thread: Gloss, Specular, Shine... how?
Post: Aye, in the normal the alpha channel is the specul...
Aye, in the normal the alpha channel is the specular. And Bethesda does make use of a separate gloss map, I think they put _g at the end of their extension but it is only on a few certain things. |
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tibmaker |
FAQ Archive
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15 |
5,079 |
08-12-2006, 03:27 PM |
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Thread: Question about UV's.
Post: Well, if you can only export the 3d data, then I g...
Well, if you can only export the 3d data, then I guess that is good enough. They really need to provide you with some 2d form, but as long as you can get someone else to skin it, just give them a .obj... |
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tibmaker |
Models and textures
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9 |
2,785 |
08-12-2006, 03:15 PM |
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Thread: I can do art me!
Post: His bowls on the first page look a lot better than...
His bowls on the first page look a lot better than the bug design one. They do look more realistic :P |
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tibmaker |
Visual Development
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91 |
7,351 |
08-12-2006, 01:42 AM |
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Thread: The Black Marsh Edition of the Botany Books
Post: lol that would be neat easter eggs if people had t...
lol that would be neat easter eggs if people had their ingame names plaqued on the wall... and if you are all curious, all my adventure player names are "Apello Antius" :) |
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tibmaker |
Literature Archive
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46 |
6,865 |
08-11-2006, 06:44 PM |
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Thread: Question about UV's.
Post: Aye, but when you try to save using textporter, it...
Aye, but when you try to save using textporter, it doesn't let you save as DDS. Besides, the skinner should be the one to save it as the .DDS for the final form. And flesh, those formats are the actua... |
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tibmaker |
Models and textures
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9 |
2,785 |
08-11-2006, 06:41 PM |
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Thread: Question about UV's.
Post: .TGA for starters. You should use textporter for e...
.TGA for starters. You should use textporter for exporting them using a save button on the textporter window. Always use powers of 2 (128x128, 256x256, 512x128, 1024x64, etc). As for the options, I pr... |
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tibmaker |
Models and textures
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9 |
2,785 |
08-11-2006, 03:58 PM |
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Thread: Displacement Map Creator
Post: Aye, he made it for the source engine no doubt as ...
Aye, he made it for the source engine no doubt as it uses displacement maps. What is really useful (though impractical) is the tutorial he posted on converting photographs into normal maps. That was t... |
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tibmaker |
Visual Development
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7 |
1,618 |
08-11-2006, 03:50 PM |
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Thread: Displacement Map Creator
Post: Well what's the point when you can edit the color ...
Well what's the point when you can edit the color map before turning it into a normal? Just desaturate the color map, clean it a little if you must, then convert it. If you are editing current skins, ... |
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tibmaker |
Visual Development
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7 |
1,618 |
08-10-2006, 05:46 PM |
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Thread: Displacement Map Creator
Post: The tool is pretty much bogus. It is not designed ...
The tool is pretty much bogus. It is not designed to recreate normal mapping, but to convert them into bump and parallax type maps. I tried it on every setting to reproduce that decorative cross grays... |
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tibmaker |
Visual Development
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7 |
1,618 |
08-10-2006, 03:39 PM |
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Thread: Texture mapping borders
Post: Aye, but do you really need a 256x32? From what I ...
Aye, but do you really need a 256x32? From what I can tell, the tiling part is only 128x32. |
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tibmaker |
Tutorials
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2 |
2,180 |
08-10-2006, 03:14 AM |
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Thread: Tibmaker's bugdesign bowl- and metalstrip texture
Post: Uh, that was the bowl from the .nif file I used. T...
Uh, that was the bowl from the .nif file I used. That mesh wasn't mine, but the crate and plant models were the only ones I made for this mod. Also, I had no idea you would be making bowls with those ... |
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tibmaker |
Visual Development
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5 |
1,278 |
08-09-2006, 01:04 AM |
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Thread: Tibmaker's bugdesign bowl- and metalstrip texture
Post: Metal Striplets
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tibmaker |
Visual Development
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5 |
1,278 |
08-08-2006, 10:35 PM |
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Thread: Tibmaker's bugdesign bowl- and metalstrip texture
Post: Bowl textures. Oh and the render.
Bowl textures. Oh and the render. |
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tibmaker |
Visual Development
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5 |
1,278 |
08-08-2006, 06:15 PM |
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Thread: Names for Taverns/Inns.
Post: Here be a few idears
Upper Chambers: Moonshade Cl...
Here be a few idears
Upper Chambers: Moonshade Club
Riverside: Little Flame Inn |
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tibmaker |
Silgrad City Discussion Archive
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24 |
12,000 |
08-08-2006, 04:13 PM |
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Thread: Tibmaker's bugdesign bowl- and metalstrip texture
Post: May you post up the original Tx_metal_strip_02.tga...
May you post up the original Tx_metal_strip_02.tga texture for my reference? |
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tibmaker |
Visual Development
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5 |
1,278 |
08-08-2006, 03:49 PM |
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Thread: The Black Marsh Edition of the Botany Books
Post: I'm okay with leaving everything up to you guys. I...
I'm okay with leaving everything up to you guys. I'm not much for understanding the oblivion alchemy, lore, etc. |
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tibmaker |
Literature Archive
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46 |
6,865 |
08-08-2006, 03:41 PM |
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Thread: Tibmaker's logo crate
Post: Could you provide a .nif of this? I'd really like ...
Could you provide a .nif of this? I'd really like to figure out what the problem is so this compared to the regular oblivion stuff. For some reason it must think that it has to add a lot of specular u... |
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tibmaker |
Visual Development
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16 |
2,501 |
08-08-2006, 03:36 PM |
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Thread: Tibmaker's logo crate
Post: Bah, the crate normal map isn't displaying right. ...
Bah, the crate normal map isn't displaying right. If you look at all the other oblivion architecture, they all have white for their normal alpha maps. I think there is some special setting or you are ... |
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tibmaker |
Visual Development
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16 |
2,501 |
08-08-2006, 03:08 AM |
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Thread: Tibmaker's logo crate
Post: Aye, well it looks good enough I guess. This is wh...
Aye, well it looks good enough I guess. This is what I had to use to go by: http://static.filefront.com/images/personal/r/Razorwing/46133/bjbhmsojjd.jpg so I really couldn't extract perfect detail fro... |
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tibmaker |
Visual Development
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16 |
2,501 |
08-08-2006, 12:40 AM |
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Thread: Tibmaker's logo crate
Post: Aye, symbol is hardest to copy exactly right. The ...
Aye, symbol is hardest to copy exactly right. The illusion is that I didn't have it right, but had it blending in so well it didn't need to be. |
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tibmaker |
Visual Development
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16 |
2,501 |
08-07-2006, 12:00 PM |