Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
Is there any way you could reupload the previous version? I've been using it on a city for the last few months and the new update doesn't work well with anything I've done so far.
Or if there's any way I could unsubsribe to the newest update so that I can have the version from before Feb 6th 2018, that would be wonderful.
Thanks!
Another rock normal for you: https://www.dropbox.com/s/t07uvmrf766n3u4/Rocks_Dirt01_normal.jpg?dl=0
Re: the normals, I found those normals actually. They are a ton of work and difficult according to my chats with OWL - one of his best normals I've seen took him 48 hours O.O He uses a program called Z Brush I believe.
He takes it to a whole different level, so go take a peek at his map themes to observe how well the textures flow together on his themes. Watch the water / foam flow when you hit play (those effects are controlled by normals): Anyway, it helps me to see his work and use it as a benchmark
I'm sure GIMP is more than capable of making normals, but I haven't advanced to making my own good normals from scratch as of yet. Let's hope OWL makes a tutorial video :D
@Simulant that's how I finally came up with a decent cliffside, trying to figure out how to balance that. Nowhere near as amazing as OWL or Ennedi, but compared to the previous sets I came up with, I think they're much improved. Once I learned that the normal is where 3d effectls like cracks, waves, etc are simulated, then i realized that in order to make a cool rough rock image, it was important to have a high resolution cliff texture (so it can be expanded a lot before it starts to get blurry), a texture that is also very uniform to prevent that tablecloth repetition. Hope that makes any sense? :D