tag:blogger.com,1999:blog-2997560955263075000.post6298423525815949342..comments2023-06-22T02:21:46.033-07:00Comments on Irrelevant Modding: Aztec Control Point TestAnthony Borellhttp://www.blogger.com/profile/06835088692232534358noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-2997560955263075000.post-58104939759733699532010-02-06T03:56:07.346-08:002010-02-06T03:56:07.346-08:00Looks good dude, but 3 things
1. It's too squ...Looks good dude, but 3 things<br /><br />1. It's too square, the texture and normal map make it all cracked but the silhoette is a perfect box, bevel the edges to help the normal map apply better and break up the outline.<br />2. Our game textures are going to be tooned, that totem probably has too much detail, maybe just a single crack or 2, the weathering probably won't be needed/it may do some strange shit to the shader.<br />3. since its a capture point it'll need to be an area clearly defined where the players can capture. Such as the red or blue circles in team fortress. Maybe make a plinth/stage/raised area or something with these on the corners, but you can't just have a single pylon and expect people to know where to stand.<br /><br />Other than that its really good, you zbrush it? or is it a high polyBen Goodvach-Draffinhttps://www.blogger.com/profile/15131416889970981748noreply@blogger.com