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Andy Gilbert

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Everything posted by Andy Gilbert

  1. There are free and there are paid but to be honest if your thinking down them lines you will be disappointed. I've found very few apps develop decent spec maps from diffuse maps. Spec maps are more important that normal maps. Normal maps give some depth but a spec map tells us what material it. And despite if the diffuse is bumpy, smooth or flat the 'spec making software' still doesn't know what material it is or what you want it to be. So if your wanting to create spec maps from diffuse then I recommend using any decent photo app, or downloading gimp open the diffuse image, convert to greyscale and then open the curves filter and playing with them to get the desired result. Andy
  2. Simply go to the asset store then click the upload button. Andy
  3. I also believe (correct me if im wrong) that Steam have just annouced their own console that will run linux and obviosuly be specific for gamers. Leadwerks having greenlight and heading for a linux build i can see a possible change of trend in the gaming industry and leadwerks is trying to get on board early. Andy
  4. Just a quick new shot of the scene using models from my upcoming wearhouse/building prop pack. This includes: Wooden Step Ladders Yard Brush Shovel Wooden Box (closed, open and lid) Cinder block + Broken Cinder block 2 x Flat Rubbish Heaps 2 x Corner Rubbish Heaps 3 x Wooden Planks (16 seperate models in total) The Pipes in the images available for free from the Asset Store. Keep and eye on my sellfy account (in my signiture) for the release. Thanks Andy
  5. Sorry for incorrect title, was meant to be back street environment scene. Ive been working on another model pack and wanted to make a quick scene to check they look ok. I do this as it helps me visualise the result and check wether they "work". I liked how this turned out so thought i would show. The pipes in this shot are the free ones I released in the asset store. The textures used on the CSG walls are also my own and are soon to be made into a texture pack specificly for leadwerks. The other models in the scene are to be released soon. The overall scene is very low poly. Thanks Andy
  6. Yea I read that and tried it with no luck. Just points using all axis? Andy
  7. Just wondering how i can turn objects towards other ones. I know there is "point" I want be able to do this just on the Y axis, not all the others. Thanks Andy
  8. Just showing each fence type and their polygons count. Andy
  9. Just showing my next pack to come along soon. I have a few more to do before I release the pack. This pack contains industrial fences that can be put together in a modular format. They are all low poly and most share the same texture. The signs are also seperate so can be placed anywhere on any fence panels. Let me know what you think and if they would be of an interest to you. Thanks Andy
  10. Hi, yes im aware there for free, hence i use them But that doesnt give me the rights to allow someone else take them from me and redstribute them. Im simply saying if you want the texture then go get it from the source, not from me. Beside the textures are modified for the model in this case anyway. Thanks Andy
  11. Thanks for the comments all. Ive finished them and uploaded them to the asset store, hope you can make use of them Ill repeat a few things: Ive spent little time on the texturing. Simply because im letting them go for free so cant spend to much time on them. Its basic enough and the screenshots show the basic texturing works good enough. If anyone wants a specific texture such as a sewer grunge or anything else please drop me a message. Also if anyone wantas any custom work or mdoels please contact me. Thanks Andy
  12. *UPDATE* Now available in asset store: http://www.leadwerks.com/werkspace/files/file/455-modular-low-poly-pipe-set/ Just showing these modular pipes that ive done today for the asset store, should i have finished by tomorrow. There all low poly and have diffuse, normal and spec. Just done the one texture for now although in leadwerks 3 this can be made to any colour using the "diffuse color" feature. But i might make a Grunge material, ill see what time I get done. I just have the "tap wheel" and 's- bend' to finish unwrapping and then im done. These should be in asset store tomorrow, if anyone thinks they can make use of them. There not perfect but good enough, its just more practise for me Andy
  13. Hi shad, thanks and no derailing going on. I very much welcome useful replies. Ill give that ago, it seems like it will do the trick for now. You really are a shader wiz! Thanks shad Andy
  14. YouGroove, i dont want to use transparent backgrounds, otherwise i would do? Ide like to have the ability to turn on fog. This isnt a "find an alternative" forum, its a sugesstions forum? Please stop posting, unnecessary replies. Andy
  15. I still dont get how we dont have any fog, especially now we have terrain? Im sure OpenGL has fog features out-of-the-box? Cant we just have them? Andy
  16. Ok but when do you plan to come back and do stuff people asking for and which should have been in from the start? Things like this that people are shouting for can either make or a break a game. I have plenty of ideas and the wil to make and yet I start and just like this issue it just puts me at a stop as its just to difficult to work with poor workflow. So are you really going to do all the fancy renderer and linux and what ever comes after that and then eventually come back to impliment the things that was meant to be in from day one? In the mean time we whave to just struggle? It really worries me. How ever much I want a defered renderer I would prefer a solid editor in which good stuff could be done which will still be benificial when the deferred render and what ever else comes along. I'm sure it's a hard balance and by the sounds of it I guess now I'm only 1 over 300 Linux users but when that Linux version comes out there going to face the same editor issues. Andy
  17. Woaahh yougroove. This isn't a get at josh. We understand that josh is busy and lots on. Josh's response has just opened a bit of confusion that's all. It's just one of them things that worried me from the start, all the juggling about that's going in with different platforms, different renderes, a basic terrain system. It feels like things aren't getting polished, just done to a basic, released, on to the next big thing. I don't want this to come across bad, I guess at the end of the day were the users trying to make stuff therefore using leadwerks 3 all the time and handing you feedback you need as I'm sure you don't spend all you hours trying to make csg levels or what ever else people are asking for. Anyway, if you could clarify about the Linux that would be good. Andy
  18. And I remember asking you about Linux taking the attention of leadwerks features you announced with its relwase And you told us you were getting the Linux dev done outsourced so you had minimum input meaning you can concentrate on native features? Andy
  19. Yougroove, I'm not interested in weather you like light maps or not, i do and I know there are hacks and solutions but there never as good or easy as the native tools. Which is what I'm asking for. Please just understand this. Andy
  20. Yougroove, please understand I know how to use blender I do 3d modelling in my full time job. But you must understand that imported models in leadwerks do not receive the light mapping treatment that csg does. Therefore I want to be able to use csg in leadwerks, after all that is why it was implemented was it not? Andy
  21. Yes I'm wanting the light mapping ambient light to work. It used to, doesn't anymore. I reported a bug but no comment was made, was just locked? Andy
  22. I'm surprised this got moved and without a comment, some what feels disappointing? Despite being a major flaw. It's like your missing the point about being able to populate the asset store with csg models? It's a huge opportunity for modellers and non modellers? Which makes leadwerks itself bigger? I want to create csg models and put them in the store, but I can't because of this flaw. Never mind. Andy
  23. Hi Rick, for some reason KeyHit just dosnt seem to work? Can you or anyone try keyhit and check, as with me nothing happenes. Ive alsoreported this before. Andy
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