£25ish, but it's not quite that, it's around £20 or so once everything is sorted. The way things work out is a little convoluted for tax reasons and stuff.
so i practically finished the crates today from my POV but MOOtant keeps telling me that i should redo the diffuse map too because he wants a different look but i dont think i can achieve this with just a new texture
Ignore the diffuse map request, we can do it later and if your model has a decent UV unwrap it won't be a pain in the ass.
k so i will have to look how to write a decent .qc file with all the LoDs and i can upload it tomorrow
A diffuse map is a texture you use to define a surface's main colour. Texture mapping is a method for adding detail, surface texture (a bitmap or raster image), or color to a computer-generated graphic or 3D model. So you basially say "No i dont want to make A (diffuse map) because I think it only needs A (texture map). Its the fucking same. Their are 2 possiblilites, you are completly wacko or you dont have a clue what you are talking about.
Texture can be any function like f(x), f(x,y) or f(x,y,z). It doesn't have to be a bitmap. From abstract point of view you don't care if it's bitmap or procedural texture as long as you can sample it. Diffuse texture is just a map of diffuse (lambertian) light coefficient. Bodies usually absorb light but for simplicity we can store RGB - positive color.
mayama you dont get the point i fucking know what a diffuse map is and how to make it the problem is, MOOtant wanted a completly new LOOK of the crate and thats not easily achievable by just changing the diffuse map imo from an artists point of view the model and the diffuse map play together much more then you'd think imagine you got a model of lets say a dog with a fur texture hey lets change the look and give him scales!!! now that would look like shit
Because you made a new highpoly you need a new bumpmap anyway so a new diffuse map is just a small tiny bit of extra work.
dude i made the highpoly because of the bumpmap that gets autogenerated with it and if you think its that easy painting a texture: paint one yourself and give it to me i will use it then
I was pointing out that you made a completly new model, means you need a new difusemap anyway. Whats the problem. You dont try to put the new bumpmap on the old lowpoly?
no i didnt made a completly new model i only optimised the old one anyway i put the .max file on the svn should i put the compiled stuff on the svn too?
Dunno but making a new model from scratch would be less effort. You need to paint the handhold in the defuse map anyway, same with the ambient occlusion shadows of the whole model. If you want to make sure that it looks nice ingame.