Belters Hi Res Textures
The only things that could be improved are The gar looks very clean and hightech like, making it a bit dirtyer would make it more belters like (compare it to the exp or the ref, they are a bit rusty, maybe a little rust and soe dirt would be good, but that could be a future enhancement by someone else) the top of the red door on the exp is stretehed a bit (or looks it) I think we need higher poly op (ok, this isn't your fault, your texture looks so damn good the model is letting it down!)
other than that, they are fantastic!
other than that, they are fantastic!
Last edited by madpeople on Wed Mar 18, 2009 9:35 pm, edited 1 time in total.
Were you using YP's tool to make the text .mdls for you?
Where you put the text mdls and ocrrisponding .png s matters, depending on how you've set things, you may need the text bmp.mdl in one folder say /artwork/textures, and then the .png needs to be in say /artwork/textures/images (you can specifiy sub dirs in the text bmp.mdl).
Use YP's tool, make sure you've got the files in the right places.
Where you put the text mdls and ocrrisponding .png s matters, depending on how you've set things, you may need the text bmp.mdl in one folder say /artwork/textures, and then the .png needs to be in say /artwork/textures/images (you can specifiy sub dirs in the text bmp.mdl).
Use YP's tool, make sure you've got the files in the right places.
if you are going to have someone else make the txt mdls, post your original images, bmp.mdl's are 99% only 16bit.
Oh, and awesome work.
Oh, and awesome work.
Last edited by Adaven on Fri Mar 05, 2010 7:24 pm, edited 1 time in total.
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I used the 32 (or 24?) bit mdl converter so they're fine, but I can of course supply pngs or xcfs. I just need someone to supply them toAdaven wrote:QUOTE (Adaven @ Mar 5 2010, 07:23 PM) if you are going to have someone else make the txt mdls, post your original images, bmp.mdl's are 99% only 16bit.
Oh, and awesome work.













