BRAVE - Shaders, Terrain and Harrier progress
by Andy Hawkins · 04/04/2008 (10:48 pm) · 2 comments
As promised here the video showing the terrain and shaders I got in place after my week long struggle with TGEA, L3DT and Atlas. The footpath is a DIF with a cobblestone texture bought from DexSoft added to it. I created the normal map using CrazyBump. The enviroment comprises a blended terrain created with L3DT and imported into TGEA using Atlas script. The trees are placed using fxFoliageReplicator from TorqueScript.
Shaders and Terrain
Here's an update on my Harrier too.
Here's my efforts after 1 hour of modelling. I set the view inside an inverted cube and started sculpting out the basic shape. Then I mapped the blueprint (found here) to the model along the planar axes to get a feel for how the textures are going to be layed out.
Next pass I'll be adding more polys to join everything up and add the missiles, aerials, wheels etc.



Shaders and Terrain
Here's an update on my Harrier too.
Here's my efforts after 1 hour of modelling. I set the view inside an inverted cube and started sculpting out the basic shape. Then I mapped the blueprint (found here) to the model along the planar axes to get a feel for how the textures are going to be layed out.
Next pass I'll be adding more polys to join everything up and add the missiles, aerials, wheels etc.


Torque 3D Owner Todd Pickens