cool, im still messing with the feind, idont know if i want to lumanate the blood or just its teeth
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monster lumas :0
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dude just reduce the brightness of gloss textures and it would be wise to deluminise them. Gloss map reflects more ligth the higher rgb value is so withe = 100% luma, black = 0%. So if you stick too this you will never get too bright textures
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and with the fire
along with the enforcer
soldier:
enforcer:
I think these are the only two monsters that have fire and brights on their 8-bit skins in original Quake
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cool, im still messing with the feind, idont know if i want to lumanate the blood or just its teeth
maybe make it darker?
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the soldier 8-bit skin originally has a bright on the red, so made a luma
for it =]
here it is if you want it.
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a heard of knights with luma
this ones just the crude gloss, but it looks soo good
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monster lumas :0
so i finnally thought it throught nad after seeing gl_fb_models in the config, i relized i could have some kind of monster lumanation [incase i missplace them in the dark] so i also slowly came to relize that i could take gloss files for darkplaces and rename them to luma for qrack'
id show u some pic, but lots of them need to be touched up (mosty the base map monsters)
but so far the ones that arn't so bad include but not limited to
knight - sowrd need a tuchung ups
deathknight - has a cool read tint
scag - the wite bloches fits it perfectly it seems
altho i still need to see the oither glosses and compare to the others (i have ogro's and morph's, only seen morphs so far )
but then again, you might have started this yourself (but Ive Got Straight Edge)Tags: None
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