Thanks for catching that. Due to the way the CC license work, we must go by what was listed in the blend file (which was CC-BY-SA). I have corrected the web listing.
If I could do all over again, it would have been CC-0, so my appologies for BY-SA.
As it's just a layer in my file, I will make the diffuse map with the smile available and put it in the package here tonight when I get home. Then both versions will be available as an option.
Thank you! Game is coming slow and steady, having a fun line of ideas to model is a lot of fun. Many more models to go! I just recently started trying to better understand the BGE. The project may still go Torque 3D but I am hoping to just do it in the BGE still.
Here's Suzanne having her way with the SENTRY-2 (learning how to get it to track proper, thanks to kastoria @ BA):
@ Bart Okay, thanks Bart. I PM'd plaintextures here so hopefully they'll be along soon and I'll discuss with them how they would like to move forward. Either way I will try to figure a way to make this more smooth in the future.
To speed things along, this is where you say "That would look horrible." I would agree but disagree. It speaks to vk's point.
If those crates are in the distant background (oh, like 500ft away) and the player doesn't interact with them, they can create the "illusion". If you're close however and can rotate about them more, they're silouhette of course won't hold up because the needed vertices are missing. Shadows then too will be a definate let down.
You can whittle anything down to the primitives but need to be mindful to the tradeoffs made in the details. These crates are intended to have direct interaction with the player, the extra vertices are needed to produce not only the silohette (the 6 faces you are refering to) but also correct shadows. Now, I admit, there are 24 more vertices then needed in these, but they added to the UV map to ease the texturing. They were worth the time they saved me.
Now to discredit myself, I am just a hobbiest. I don't know any of this as fact, I just have to make due with what I find on the internet to learn from. I have no doubts that they could be improved upon.
Thanks for catching that. Due to the way the CC license work, we must go by what was listed in the blend file (which was CC-BY-SA). I have corrected the web listing.
If I could do all over again, it would have been CC-0, so my appologies for BY-SA.
Congrats!
That's interesting to hear. There was some conversation surrounding that http://blenderartists.org/forum/showthread.php?273336-Bot-Siege&p=2335828&viewfull=1#post2335828
As it's just a layer in my file, I will make the diffuse map with the smile available and put it in the package here tonight when I get home. Then both versions will be available as an option.
Thank you! Game is coming slow and steady, having a fun line of ideas to model is a lot of fun. Many more models to go! I just recently started trying to better understand the BGE. The project may still go Torque 3D but I am hoping to just do it in the BGE still.
Here's Suzanne having her way with the SENTRY-2 (learning how to get it to track proper, thanks to kastoria @ BA):
http://www.youtube.com/watch?v=fGdMmV1240M
In the future I will write my description as follows:
Texture samples sourced and approved for use from:
http://www.plaintextures.com/
http://www.goodtextures.com/
That will be sufficient?
@ yd and surt
Thank you very much!
@ Bart
Okay, thanks Bart. I PM'd plaintextures here so hopefully they'll be along soon and I'll discuss with them how they would like to move forward. Either way I will try to figure a way to make this more smooth in the future.
Thanks for your patience.
I will work on getting them to post here. Will this be required to be done for every model using them as a resource?
Loving this! This would make an excellent 3D character!
3 faces along each of the major planes (X, Y, & Z) intersecting at the orgin wiht this painted on each plane:
http://opengameart.org/content/wooden-crate
To speed things along, this is where you say "That would look horrible." I would agree but disagree. It speaks to vk's point.
If those crates are in the distant background (oh, like 500ft away) and the player doesn't interact with them, they can create the "illusion". If you're close however and can rotate about them more, they're silouhette of course won't hold up because the needed vertices are missing. Shadows then too will be a definate let down.
You can whittle anything down to the primitives but need to be mindful to the tradeoffs made in the details. These crates are intended to have direct interaction with the player, the extra vertices are needed to produce not only the silohette (the 6 faces you are refering to) but also correct shadows. Now, I admit, there are 24 more vertices then needed in these, but they added to the UV map to ease the texturing. They were worth the time they saved me.
Now to discredit myself, I am just a hobbiest. I don't know any of this as fact, I just have to make due with what I find on the internet to learn from. I have no doubts that they could be improved upon.
Good shader and nice share. Should show (link) them your car you put it on, looks great!
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