3rd Party Models/Media Chat / Belidos' Modelling Progress

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Belidos
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Posted: 1st Feb 2016 21:42 Edited at: 3rd Mar 2016 10:54
Today I've added the first of two corner meshes.

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teamhalo
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Posted: 2nd Feb 2016 15:16
Great job with this. The meshes are really coming together, and I think will look great textured.
Belidos
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Posted: 2nd Feb 2016 15:58 Edited at: 2nd Feb 2016 16:00
Quote: "Great job with this. The meshes are really coming together, and I think will look great textured. "


9 models made, 17 planned models to go before I start on textures lol

I'm thinking of an off white painted brick texture for the walls, varnished wood planks for the panels above and below the window with a white plastic surround and blinds for the windows themselves, and a darkish concrete for the balconies, with black painted iron textures for the pillars and (when they're made) railings.

That will be the base models, ill be doing a few colour variations too I think.
Belidos
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Posted: 2nd Feb 2016 21:24
Two more meshes tonight, another corner piece, this one in the other direction, and an office building with a large shop style window, here's a video of all of the pieces so far.

Belidos
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Posted: 7th Feb 2016 13:31
teamhalo
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Posted: 7th Feb 2016 15:47
Looking fantastic nice work! Really capturing the look of the reference o shared earlier. I'll suggest adding a handrail to the stairs, and made widening the floor piece on the bottom level to give off a less narrow feel. This is looking really cool and will look fantastic once it's completed. 17 models is pretty intimidating in terms of getting them prepared so I am rooting for you
Belidos
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Posted: 7th Feb 2016 16:51 Edited at: 7th Feb 2016 18:59
Thanks, the plan is to put handrails on the stairs, I just haven't got to them yet. I want to enlarge the walkway, the only problem is if I do that then they won't be square and won't snap together in every direction, if I did it by reducing the size of the room it would make the rooms too small, i'll probably have to enlarge it by 100 on all sides and resize the whole thing, which is quite a bit of work.
Belidos
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Posted: 7th Feb 2016 18:58 Edited at: 7th Feb 2016 21:21
A little easier than I thought, how's this?



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teamhalo
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Posted: 7th Feb 2016 22:27
Looking fantastic. Great work incorporating my suggestions. The model looks great.
Belidos
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Posted: 8th Feb 2016 21:58 Edited at: 8th Feb 2016 22:10
I got a little bored ....

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Posted: 8th Feb 2016 22:07
Allow me to dive into the wonderful swimming pool
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Belidos
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Posted: 8th Feb 2016 22:11
Quote: "Allow me to dive into the wonderful swimming pool "


Be my guest

(changed the picture in the previous post for a better one)
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Posted: 8th Feb 2016 22:21
thats a really nice looking swimmingpool.

Great job

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Belidos
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Posted: 8th Feb 2016 22:44 Edited at: 9th Feb 2016 08:48
Thanks Harry, it's only got temporary textures at the moment, and I still need to add ladders and such, but i'm pleased with it so far, only took 10 minutes to model, then two hours to adjust the size and scaling so it snapped witht he rest lol

What i'm thinking of doing I removing the water and tiling the inside of the pool in blue tiles, then making the water a separate transparent entity and adding some looping water animation to it, that's if I can work out how to do the animation, i think there's some modifiers in blender that do this for you which i'm looking for a tutorial on.
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Posted: 11th Feb 2016 16:50
Looking fantastic!! Really nice work with the pool! Definitely go with a transparent texture using a separate entity. I love the idea.
Belidos
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Posted: 11th Feb 2016 17:16
Thanks, haven't done much with it since, haven't had time. I was having trouble lining up seams for textures so started messing with blender to see what I could do different, and kind of stumbled my way into learning how to texture inside blender instead of doing it separately, found it much easier to line up things like brick work and patterns inside blender, so I've been practising. Now I just need to work out how to make a nice shiny metal texture for some chrome ladder bars for the ladders and diving board i'm making, if I use a shiny metal texture it doesn't real act seamlessly, if I use a not shiny seamless metal it's kind of bland, not sure what to do.
Belidos
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Posted: 11th Feb 2016 19:39 Edited at: 11th Feb 2016 20:59
Added a diving board



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Belidos
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Posted: 16th Feb 2016 22:17 Edited at: 16th Feb 2016 22:18
I get distracted far too easily ...

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Posted: 16th Feb 2016 22:25
Thats cool.....
nice work


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Belidos
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Posted: 17th Feb 2016 09:25
Quote: "Thats cool.....
nice work"


Thanks. I'm going to animate it and set it as a character, and maybe stick multiple colours of it on the store. I just need to work out a decent LUA script, I could use the ai_soldier I suppose, but I want something a little neater and more responsive, ie it doesn't run up and try to shoot the player in the face like the ai_soldier script does, but stays back and shoots. Not sure how to do it though i'm teribad at LUA I can barely work out the prompt command.
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Belidos
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Posted: 17th Feb 2016 17:56 Edited at: 17th Feb 2016 17:57
and another one, another very productive day at work lol

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Belidos
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Posted: 17th Feb 2016 22:49
Animating a run cycle ....

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Posted: 19th Feb 2016 19:25
Good jogging! I like this animation.
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Belidos
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Posted: 22nd Feb 2016 09:34
I've hit a snag on the mech. As you can see in the video it's all rigged and animated correctly and working in blender, but for some reason when I export it to .x and load it into gameguru it's just a pile of parts on the ground, I know I must be missing a step, but i'm not sure what, can anyone who uses blender and knows tell me what i'm missing and how to do it?
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Belidos
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Posted: 22nd Feb 2016 11:27
OK, I think I have worked out what I have done wrong, I rigged the mech by creating each limb as a separate object and parented them to the bones, I did it this way to avoid weighting off of connecting vertices and stretching textures while animating, But apparently that's only any good for creating animated scenes and not for exporting for games, supposedly for games you need to create the mech as a whole single mesh, then assign each limb to a vertice group and parent those vertice groups to bones instead. Looks like I will have to start from scratch, h well, live and learn as they say.
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Posted: 23rd Feb 2016 10:11
Lots of learning being done here, looks good and great to see its being done with passion
For the drone is it possible the hit box is getting out of sync with the model because the animation is moving the model from its original place? The origin point should still be in the same place relative to the model for the entire animation.
You also said it doesn't have bones? Perhaps just stick one in the centre of the object if it still isn't working.
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Belidos
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Posted: 23rd Feb 2016 21:16 Edited at: 23rd Feb 2016 21:18
Thanks for the tips smallg. I'm having a lot of problems getting animations into GG, especially bones, the mech I have managed to get it into GG in one solid piece, but the anims just don't work, i'm sure it's some step i'm missing in blender, but i'm not sure what ...

Some general modelling practice, a wooden bench ...

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Belidos
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Posted: 26th Feb 2016 13:48 Edited at: 26th Feb 2016 20:22
Back to working on the motel...



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Belidos
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Posted: 26th Feb 2016 22:25 Edited at: 26th Feb 2016 22:26
Some preliminary texture testing.

Whenever I light map with a light coloured texture I get those random patches of light, is that something I can fix or is it just the lighting system in gameguru? if it can be fixed, how?

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Belidos
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Posted: 26th Feb 2016 22:47
Never mind, I worked it out by accident, it's because I haven't added AO, Specular and Normal textures yet.
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Belidos
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Posted: 28th Feb 2016 00:16 Edited at: 28th Feb 2016 00:29
I've finished off the main room module, railings, staircases and motel signs, that's a quarter pf the set done now



Also working on a second dropship design for the store..

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Belidos
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Posted: 28th Feb 2016 16:32
If Skyrim was made in GameGuru ...

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Belidos
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Posted: 2nd Mar 2016 23:07
The motel is almost complete, here's a quick video to show the easy snapping of the models...

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Posted: 2nd Mar 2016 23:14
Your models are very good actually! I think you could put a little more work in the textures as they feel a little like they are placeholders.
I'm only saying this because I believe that a lot of what you present here would be perfect with slightly different textures



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Belidos
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Posted: 2nd Mar 2016 23:49
Thanks Wolf.

The textures in the last video will be the final ones, with some tweaking, and in multiple colours, they don't look so great in that video because it's a low quality video with no light mapping and no normal or specular textures, also that's not all the entities, they're just the basic walls, roofs and floors, there will be carpets and floor panels, as well as different doors etc

I agree I'm not very good with textures, i'm still learning, literally I learn something every time I open up Blender, for example today I learnt how to use the clone brush to paint decals from one UV onto another (I was clicking around messing with stuff and came across it by accident, anyone who says Blender is hard to understand obviously hasn't learnt the Belidos method of learning by random clicking :p ).

At the moment I've only just learnt how to use the material and texturing features of Blender Render, until recently I was manually making my textures in GIMP by exporting UV layers and pasting my textures onto them lol, i'm always looking for texturing tips, so if you have any then feel free to pass them on
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teamhalo
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Posted: 3rd Mar 2016 00:19
Motel is looking fantastic bro seriously It looks great with textures, I new it would. I think you should make the textures dirtier though That is the cleanest motel ive seen! You've got a great set of models here Its been great watching you develop these. I wanna see a shot with the textured motel and the swimming pool
Belidos
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Posted: 3rd Mar 2016 07:50 Edited at: 3rd Mar 2016 13:56
Quote: "Motel is looking fantastic bro seriously It looks great with textures, I new it would. I think you should make the textures dirtier though That is the cleanest motel ive seen! You've got a great set of models here Its been great watching you develop these. I wanna see a shot with the textured motel and the swimming pool "


Yeah that was the one of the tweaks I mentioned, I've downloaded some of these textures and I plan to add them to the walls, however i'm still trying to decide how to do that, I was planning to just add them in GIMP and use the overlay mode to blend them in, but if anyone has any better suggestions (preferably with step by step instruction :p ) then i'd be grateful for he advice (i'm using Blender and GIMP at the moment).

I'll be doing a full shot of it with all parts as soon as i'm done texturing it, i'm especially pleased that I managed to figure out how to create an illumination map for the sign.

Edit: Just spent some time on my break playing with blenders texture painting and some basic grunge decals, this is kind of what i'm going for, although I think I painted it a little strong, will be able to do better when i'm at home and not on my tablet at work (btw Blender is extremely hard to use on a tablet!)


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Belidos
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Posted: 3rd Mar 2016 23:41 Edited at: 3rd Mar 2016 23:41
OK, here's the models all together with the poll as requested, I still have a bit of grunge texturing to do, but as you can see most of the modules are looking a bit dirtier, they maybe need a touch more grunge.

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teamhalo
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Posted: 4th Mar 2016 05:08
Wow that looks so awesome with the pool! Keep it up! Definitely a good source you have there for some dirt decals. I would suggest overlaying them in GIMP or photoshop.
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Posted: 4th Mar 2016 08:39 Edited at: 4th Mar 2016 14:15
What i'm learning to do at the moment is to texture paint the decals on.

This is done by taking multiple perspective UV unwraps from different angles (front, back, left side, right side) and putting the decks onto those UV maps in GIMP, then in Blender switching to texture painting mode and using the clone brush I paint them onto the actual texture using the original UV unwrap as the target "canvas" and the perspective UV unwraps as the source for the brush, this way I can apply them semi-live and choose how strong or opaque they are and which parts of the decal to apply and which parts not to apply.

It was a little harder getting through it last night because I learnt how to do it at work in Blender 2.69, but I use 2.76 at home and with 2.7+ they did some major overhauling of texture painting and it took me a while to work out where the equivalent buttons and settings were lol.

It's all fun stuff

Edit: I've just been looking at my mesh and I think i'll be putting off any more texturing for a little while, I've just notice there's a ton of geometry that's not needed, for example when I created the walls I created by making a plain and extruding it up, stopping and extruding whenever I reached appoint where the horizontal line of a window or door would be then filling faces across etc, that means there are edge lops all the way around and each wall is made of multiple stacked faces. Not very efficient, and also makes it hard to add new edge lops to cut into it. I'm going to have to sit down and one by one dissolve the extra edges, then one by one dissolve the extra edges. It won't make it look any different, but it will be less messy, fewer poly's, and most importantly easier to unwrap.

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Belidos
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Posted: 4th Mar 2016 16:16 Edited at: 4th Mar 2016 22:11
Can't really do a lot while at work so I spent my tea break make my very own texture from scratch, took a ton of photos of a window and edited it in gimp, fixed the perspective, cropped it, and cut out the glass bit to replace it with blinds. Quite pleased with how it came out


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Belidos
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Posted: 4th Mar 2016 22:09 Edited at: 4th Mar 2016 22:10
I've cleaned up the mesh on the room module, added the new window, and added some grunge. Quite pleased how the window came out, it's a flat image but really looks like it has 3d ledges etc. Not sure about the grunge though, too much?


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Belidos
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Posted: 8th Mar 2016 17:11
Does anybody have any good guides to creating a specular map?

I've been using a quick video guide that unfamia did in his concrete barrier video tutorial, now it works, but the method is only really any good for matt objects like concrete etc.

I need a method that's relatively easy to understand that can be used for different types of textures.

Specifically something I need help with is how to specular map different areas in one UV, for example with my motel I need to specular map the walls so they're more matt than he windows and have the windows kind of shiny like glass and UPVC frames are, but i'm not sure how to do that when they're in the same texture map.

So has anyone got a decent guide on how to do this? Preferably with the tools I already have (GIMP, Blender, MindTex, Paint) and/or free/cheap tools.

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HarryWever
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Posted: 9th Mar 2016 11:24 Edited at: 9th Mar 2016 11:25
Hi Belidos,

this what i've got from Pirate myke.

The more metal you want it, the whiter the spec has to be. I usually clamp it with levels. Bring up the white and then bring the black down to cut the darker areas, then find a happy medium, with the mids.

I also combine a gloss and a specular map together. a PBR work flow.

Try this: hopefully a bit the same in Gimp, because i use photshop

Open the diffuse texture, Then under it set the normal texture. Duplicate the diffused and drag it below the normal map. this will be your specular map.

Hide the top diffuse and the normal layer.
Select the bottom to be specular layer.
Desaturate it. Leave it for now.

Hide that layer, and unhide the normal layer.
Desaturate it, and invert it. Set the layer to be screen blend. Clamp it with levels to just show the edges white.
unhide the to be specular layer again.
In the normal layer turn on screen blend mode.
Bring the transparency down till the spec and the clamp normal have a good blend.
Merge those 2 layers.


Turn on the top diffuse map.
Desaturate it and adjust the levels concentrating on the metal part and bring it lower the the bottom one.
Get a nice grunge brush and turn the foreground color white. Transparency to 15 so you can build this up.
Paint on the top layer diffuse, and add in areas of light and dark to represent scratches and dirt build up. Keep the real world in mind here. This will represent the gloss or surface roughness of the material. Black is rough and white is mirror.

When done with that. Drag the top layer under the bottom layer.
Use overlay and transparency to blend them together for the perfect spec map for Game Guru.

hopefully it is useful for you.

Harry
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Belidos
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Posted: 9th Mar 2016 12:04 Edited at: 9th Mar 2016 12:06
Hi Harry,

Thanks for taking the time to try to explain it..

There's a couple of items I have no idea how to do..


"Clamp it with levels",
ok I know what levels are (at least I know how to access them in GIMP), but I have no idea how to use them and what settings do what.

"adjust the levels concentrating on the metal part and bring it lower the bottom one",
what metal part? is this a setting? and bring what lower than the bottom what?

" for the perfect spec map for Game Guru"
I think that's my main problem, I have no idea what a perfect spec map should be or look like, and how do I check if it's right or not? How is it supposed to look in game?

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HarryWever
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Posted: 9th Mar 2016 13:08

clamp. i mean move the sliders for the level setting more to each other, so that all is more to a black\ white look.

If you want more shiny, then more white in the area's where you want to shine
Quote: "what metal part?"

thats not a setting
thats only when you use metal in your model and texture, but then you use more white on the parts that must be shiny.

Quote: "and bring what lower than the bottom what"


the layer i mean by that. My quote
Quote: " Hide the top diffuse and the normal layer.

Harry
Select the bottom to be specular layer."


Quote: "perfect spec map should be or look like,"


take a look at one of the specular maps of let say the buildings . and open that in gimp.
So you can see maybe more what it should look like.

Harry

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Belidos
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Posted: 9th Mar 2016 13:30
OK, that makes a bit more sense, i'll give it a try. I will have to wait until i'm home first though, I can't install GG here so I can't test how they look, is there some sort of free or cheap program I can download to text the models and textures in? I was thinking I could do it in blender, but I have no idea how to do it and can't find any guides.

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Belidos
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Posted: 9th Mar 2016 14:15 Edited at: 9th Mar 2016 14:19
OK given this a try, I assumed that by overlaying my diffuse map with the specular map the result will be a rough aprocimation of how the texture will look with specular active, so here's my first try, from left to right, diffuse, specular, result of combination.

Do they look about right to you?


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Q6600, Intel integrated graphics, 2GB memory, 180GB Generic SATAII, WinXP.

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PartTimeCoder
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Posted: 9th Mar 2016 15:23 Edited at: 9th Mar 2016 15:28
@Belidos, you can test your normal and spec maps in "Sprite lamp" and as luck would have it I have a spare steam key for Sprite Lamp (altho I never actually used it myself! lol)

I know its a great tool for 2d art not sure about the 3d stuff, if its any use to you I would gladly gift you the key?

Edit: those motels look awesome btw cant wait to see them released
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HarryWever
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Posted: 9th Mar 2016 15:24
don't forget the desaturation step, and you can even clamp the desaturated normal map layer more, that only the edges show white and the tops of the bumps.
esppacialy when you using metal textures, that needs shiny edges like you bumps. but how much is what you want to achive.



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