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GFraser1965

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  1. Yes thanks again Visual. Did as you said above. By the way, how exactly did you do the pattern ??
  2. Wow thanks Visual, This car is starting to really shape up.
  3. thanks for the help pdnnoob, Typically for most games, you need to make textures in .dds format and a multiple of 256x256 or 512x512 or 1024x1024 (pixels). Anything smaller than 256x256 is pretty blurry as it gets enlarged. And if the texture is larger than 1024x1024 the game often has low frame-rates-per-second. Or a multiple of the above also works ........example 256x1024 Then you map the texture to the 3D mesh you are working with ........................ and in this case the tire tread texture will repeat or "tile" seemlessly around the tire.
  4. thanks Visual, What you are suggesting is to make the tire tread pattern out of mesh, ............. rather than paint a tread texture pattern mapped onto a low poly mesh. Using this hi-poly mesh method will result in each tire being several thousand polys, but since it is for a game model, you can't use that many polys ............ so the only choice therefore to make a low poly tire mesh and add a tire tread texture along with a bump_map, spec_map and cube_map to finish it off.
  5. Thanks for the ideas. In the 3D modeling program, the tire tread texture "tiles" or repeats, around the tire seemlessly. The car I'm working on is a BRM race car from the early 1960's so this tire tread pattern is not commonly seen anymore, therefore I will need to make the texture. The result should look something like the attached pic.
  6. Anyone got any helping clues on how to make the tire tread texture in the photo link below ? I need a square texture of this type of tire tread to use in a 3D modeling program. I need to map the texture to the mesh of a 3D tire.
  7. Anyone know how to get the blob outline effect in my avatar ?? Thanks.
  8. Is there any hope of having the ability to edit alpha channels (similar to how you edit a layer) in paint.net? Currently I save a .dds file in paint.net and then open it on another computer with photoshop to edit the alpha channel.
  9. In photoshop there is a tab beside the layers tab, that allows you to add a shaded alpha channel to a .dds file. I need to add a black alpha channel to a .dds file. I've tried every alpha pluggin I can find but cannot replicate this effect. And if I open a .dds file created in photoshop with a black alpha channel it is completely invisible in paint.net. Why is it completely invisible in paint.net but not in photoshop?? How can I add a black alpha channel to a .dds file in paint.net????
  10. re: need to make a speedometer and tachometer I need to make a speedometer face and tachometer face for a game model. Similar to my avatar. It must be similar to making the face of a clock. How do you make the small lines around the edge, and the larger lines every 10th unit?? Again similar to a clock, how would you make the minute lines and the larger 5 minute lines around the edge?? The lines around the edge must be uniformly spaced around the edge.
  11. Thanks for your help. The Random Maze would work if I could get the pattern to look like what I need (similar to my avatar). Yellowmans tire is very good. I'm still wondering how Yellowman produced the tread pattern. I can try sending him a message.
  12. re: Tire Tread for a race car (How?) Looking for some ideas on how to make a tire tread texture for a race car game model. The tread pattern needs to be a short texture that would be repeated all the way around the tire, and it must match the sidewall texture in color. Any suggestions on the how to make this? Search did not come up with anything.
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