wow i didn't think you were noobish. anyway to do transparency you gotta use the opacity map. white means solid, black means see through, and grey means somewhere in between. unfortunately in 3dsmax if you make something completely see through you can still see the specular hilight, so your holes in the grate will look more like glass. so put the same opacity map as the specular level map as well. and put it also in the bump map to make it look less flat. you're probably gonna want other maps in the bump map also so in that case use mix. that can be combined to one texture later using bake i think. anyway that's for 3dsmax. other programs may handle transparency slightly differently regarding whether it affects specular highlights and reflections etc.
btw i think you may be able to use this scene in Half-Life2. try to keep things so that you can change the amount of segments especially in your round things so you can reduce them for realtime.
there is already some face count reducers in 3dsmax. one is called optimize and the other is called multires (which preserves the texturing) but they create very messy looking models. so i think it's a good idea to also be able to change the number of segments whenever you like i think.
stop dreaming. This many polygons won't even really be practical until realtime radiosity, reflection, and refraction are possible in games. yeah...it's a long way off...
<!--QuoteBegin-frostymoose+Mar 5 2004, 11:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Mar 5 2004, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> stop dreaming. This many polygons won't even be practical until realtime radiosity, reflection, and refraction are possible in games. yeah...it's a long way off... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i'm sure xero was jkin
well doom3 can handle the high poly models they had 300,000 polie zombie models but they had to dumb it down for the average computer to be able to run it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
The cloth vids that Chrono is doing on the side is quite amazing really. It's like.......super cloth. He can wipe away crime with a single swipe!! .....or not. But it's still damn good stuff.
Anyways, at the request of Chrono again (my master and slave driver now) I'm putting up another concept pic I did for him. This time of a hangar. It's set into a mountain and all... kinda like how it all came out.
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btw i think you may be able to use this scene in Half-Life2. try to keep things so that you can change the amount of segments especially in your round things so you can reduce them for realtime.
kinda like winzip or models so they get smaller somehow
also i say someone make a program allowing use 2 create our own gfc files so there is less lag in the game
for DOOM. All 60,000+ Polies of it! Sure the DOOM engine a 'slode but it would be funny (if it were possible).
i'm sure xero was jkin
Anyways, at the request of Chrono again (my master and slave driver now) I'm putting up another concept pic I did for him. This time of a hangar. It's set into a mountain and all... kinda like how it all came out.