X10 graphical tips
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X10 graphical tips
Here you can ost tips dor other people and tell some tips about how you can make your games very beatiful.
My first tip:
Don't make a lvel to light or you won't see nice light effects!
My first tip:
Don't make a lvel to light or you won't see nice light effects!
rakker126- Expert Contributer
- Number of posts : 206
Registration date : 2008-11-02
Re: X10 graphical tips
Good idea for a topic. Here's my advice: Always use specular, normal, and diffuse effects on your segments, especially floors. It adds to the realism and the wow-factor.
Re: X10 graphical tips
Jup thats a good one, i' m still trying to. I know how to create them but i don' t know how t add them to my segment as one thing, they always turn invisible. I have another one:
Play with the lights and find a good balance between darkness and light!
Play with the lights and find a good balance between darkness and light!
rakker126- Expert Contributer
- Number of posts : 206
Registration date : 2008-11-02
Re: X10 graphical tips
DarthDementous wrote:Good idea for a topic. Here's my advice: Always use specular, normal, and diffuse effects on your segments, especially floors. It adds to the realism and the wow-factor.
That's an excellent tip. That's one of my standards; any segment or anything that will be used in X10 I always include a normal and specular map. Always.
Another tip: Take advantage of higher-resolution textures. Don't get stuck making textures only 512x512, which is the max in X9. X10 supports textures as large as 2048x2048. Which is extremely detailed. Point in case: my segments look excellent...and all of them are just 1024x1024 (yep, even the mossy brick one). I'm sticking to 1024x1024 for segments and then go all out with characters and enemies, making them 2048x2048. Also, the 2048x2048 resolution applies to all textures, including weapons, decals and everything else.
Jingle Fett- Moderator
- Number of posts : 131
Location : United States
Registration date : 2008-10-29
Re: X10 graphical tips
Are any of your items in the TGC Store yet?Jingle Fett wrote:DarthDementous wrote:Good idea for a topic. Here's my advice: Always use specular, normal, and diffuse effects on your segments, especially floors. It adds to the realism and the wow-factor.
That's an excellent tip. That's one of my standards; any segment or anything that will be used in X10 I always include a normal and specular map. Always.
Another tip: Take advantage of higher-resolution textures. Don't get stuck making textures only 512x512, which is the max in X9. X10 supports textures as large as 2048x2048. Which is extremely detailed. Point in case: my segments look excellent...and all of them are just 1024x1024 (yep, even the mossy brick one). I'm sticking to 1024x1024 for segments and then go all out with characters and enemies, making them 2048x2048. Also, the 2048x2048 resolution applies to all textures, including weapons, decals and everything else.
Re: X10 graphical tips
hehe, no not yet. I want to get my segments up and running first and then slowly add the rest of my stuff in afterwards. I might change my mind though and upload a few non-segments first...
Jingle Fett- Moderator
- Number of posts : 131
Location : United States
Registration date : 2008-10-29
Re: X10 graphical tips
How long does it take between emailing them your signed agreement papers to getting your store up and running? About 3 days ago I sent my signed papers to TGC, so how much longer do you think I have until I can upload my stuff?Jingle Fett wrote:hehe, no not yet. I want to get my segments up and running first and then slowly add the rest of my stuff in afterwards. I might change my mind though and upload a few non-segments first...
Re: X10 graphical tips
Thats a great one 1024 is good, i used 512 (-;
rakker126- Expert Contributer
- Number of posts : 206
Registration date : 2008-11-02
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