@Keiji
mapmakers actually, those who rip out models from other games, edit a geoset a texture or two and claim them to be their creative work.
and yeah I'll upload the resources afterwards. probably onto a remote server though as they may not be approved here (due to not meeting wc3 standards, aka crap too high poly, crap too big textures)
finally fixed crappy texture in logs without actually raising filesize (and realized that none of 3ds' texture settings actually carry over to wc3 and everything has to be done in UVW entirely, which also means I'll have to re-wrap some doodads I've made recently)
and bumpdate, these are actually pretty old but still:
early terrain-scaled accurate shadows concept (uses Nyuu's ubersplat rocks):
I've actually found another way to make custom shadows scale with terrain, unlike ubersplats they aren't limited to 20 and can be animated as well, problem is I didn't figure out how to tile the texture properly.
and finally managed to create decent wetmaps, you could easily trigger them to appear only in contact with water and Idk what (if somebody actually has dynamic water, that is) note these rocks still lack render light texture and glare material (also disregard the mossy log, already deleted it):
here is a WIP of a tree I quickly designed now, trying to create a fitting one for the scene, thinking of something in the lines of *couple of these trees enclosing the glade and only letting a bit of light through*.. ok just been told it looks like crap, anyways.
voila finished:
This is finished whole geoset seamless glare material, glare is stronger when angled towards the global sun, omni lights or additive materials, strength of the glare material can be adjusted at will.
It's also sporting light-rendered texture and applied wet map (a WIP, looks more like ice rather than wet but meh I'll work on that later).
You can animate it like any other texture, meaning its translation, rotation, scaling, alpha and color.
It's of negligible filesize and shared among all the models that use glare materials.
Not to mention it's very easy to wrap and edit. The only downside is that it doubles the amount of polygons.
so far none of the hybris WIPs displayed this material (logs did, partially)
yeah that's default magos editor view.
and in-game look (the rocks that make up the bottom of the stream will be fully wet-mapped not partially)
speaking of that foliage uses similar material that is executed differently though. It can only be applied on flat texture planes and transparent textures and kinda makes the gnawed texture edges look more pleasant and produces a heavy specular on highlights (additive layers, omni etc etc).
oh and
@Gilles
I joined the hive in 2006, lurking under a different name.
This is a second account I made due to losing access to the original one.