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Raz_Specter

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Everything posted by Raz_Specter

  1. couple of texture pics (still WIP)
  2. good video, thanks
  3. Hi Chaps, Just thought I would post a sneak peek for 2 vehicles what will be included in pack 3 from us. Cheers Specter
  4. excellent mate :) good job
  5. I will take a look when i get back from Newcastle mate - visiting parents until Monday, Have my mac withme so able to do modelling in Maya but substance struggles a little on this 5 year old laptop. Cheers Specter
  6. Dave, If you have any requested for skins let me know, just supply me with a diagram of what colours your want and Ill see what can be done. Oh and what SUNTSAG said :) Cheers Specer
  7. Knock yourself out guys, Naked nor I have any issues with people adjusting our stuff, If you pm me a colour palette I can adjust the colour in substance Painter which will update all the maps, would save you hours of time. As Different colours may require a new spec map to be generated We are also open to suggestions for skins now Naked sorted out the way they work in the LUA. Cheers Specter
  8. Hi All So from a PBR workflow, what maps would be required to get specular working in 2.1? I use Substance Painter for my texturing now, which is a native PBR product. In the old way, (thanks to SkateZilla for the information on this) I created the following: Diffuse: I use RGB with baseColor mapped to this Specular: Created a R + G + B output map mapped: Roughness GreyScale to the R channel Roughness GreyScale to the G channel (which I invert in Photoshop afterwards) Metalic GreyScale to the B channel This works a treat in 1.5 but when in 2.1 there is no specular shown on the model, it just looks very matt Thanks Specter
  9. IMHO it was a little frustrating to have not played it on the Friday as it was taking ages to download so i got up at 5am on Saturday morning to play after leaving to download overnight and with a 200MB link that felt strange First Impressions: Lighting conditions are far too bright in the world at high sun times (has already been reported) TrackIR performance is butter smooth with everything Maxed out. Rift however is playable, when looking straight ahead if i move my head more that a 90 arch (say look left or right at the ground) there is a stutter there. very noticeable. Overall I feel it was defo worth the money and look forward to the great work you guys are doing for future updates. Thanks Specter
  10. That vehicle was around when i join the Army, spent many a night in the back :), maybe maybe :)
  11. update your winrar version, one of our guys had the same issue.
  12. thanks Cbit :) give me a shout sometime on TS :)
  13. British Fighting Vehicle Group would like to present to the DCS community. Mod Pack 1 Comprising of: Landrover 110 Scimitar FV107 (re-textured) RAF GPU Installation: 1. Download BFVG Pack 1.rar 2. Extract the BFVG PACK 1 Folder into C:Users<yourname>Saved Games<version of DCS>Mods ech Done Launch DCS: DOWNLOAD: HERE As always a huge thank you to the people that answered our questions in the forums. A big thank you to Naked for his testing etc and the peeps over at the 333VFG Squadron, which i am proud to be a member of. Until the next vehicle release or mod pack :) Thanks Mithandra (Specter) & Suntsag (Naked)
  14. Thanks westr, I am just putting the finishing touches to it at the moment, should be released very very soon Cheers Specter
  15. great thanks Sniper worked a treat :)
  16. yeah you tube is a good resource. I personally would recommend: It also depends on what you want to achieve modelling, is this just for games, or jsut DCS? or for something else? this would depend on which softare route you go down: http://www.simplymaya.com http://www.pluralsight.com/ The Movie and Film Industry tend to use Maya a lot for Games its normally 3dsmax These are what i use when modelling something for DCS: Maya for modelling Unfold3D for UV editing Substance Painter and Photoshop for texturing 3dsmax for setting up the scene and animation and of course the creation of the EDMs Cheers Specter
  17. technically, the EDM is a compiled package file, sort of like an EXE
  18. Hey I am in the process of animating the wheels on the LandRover 110, but am getting a funny wobble. This is my workflow: Create Dummy Align to wheel Center Parent wheel to Dummy Create the arg based animation on the dummy args 8 for rotation and 9 for turn arg 9 turns + or - 30 degrees only Any suggestions? Many thanks Specter
  19. Texturing Update: I have completed the texturing in Substance Painter for the vehicle (men have been done separate.) Problem i have now is that i need a workflow to get the textures out into 3dsmax, with the advent of PBR in Normandy, does anyone have any updates on texture workflow please? Thanks Specter
  20. Hehehe
  21. Yes too :) in the dead of night driving following the little white circle in front with no lights on exercise lol My thoughts for this are more for Eye Candy, with all the stuff on display, I will strap stuff down just in case :) I have just finished the re-do of the gun Naked didn't like the other one lol Thanks Specter
  22. Hi there, Yes I will be making different versions just a few screen shots as I have just finished modelling the HMG, could go wild with the poly count but had to restrain myself lol :) These images are just some quick renders using Arnold (just a plain light, no frills :) Still need to put the camo netting on there and a few other little things, but coming along very nicely IMHO. My good friend SUNTSAG Callsign: Naked will be doing all the LUA for the group Next Steps are to get the UV'ing done and then the animations for the wheels and the turret Thanks Specter
  23. Hey all Had some spare time today so spent it remodelling the back part with some extra stuff, just wanted to get it into game to see what she looked like :) Cheers Specter Just a few Screen shots: Cheers Specter
  24. Thanks mate how can something this good be only 9.8MB ::) hahaha - great work mate
  25. you watched a video of Normady and some chap commented that the new PBR texture look real nice :) So here hoping :)
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