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April 25, 2024, 11:14:58 AM

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MX Bikes beta18j available! :)


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Messages - Vortex_Damien

31
Bikes / Re: 85 and 150
May 14, 2017, 05:25:50 AM


not to sure about front plate but ya i started on it
32
Bikes / Re: 85 and 150
May 13, 2017, 08:00:21 AM
i can make a set for us to use no problem.. okay if that is setteled i will work on a crf150
33
Bikes / Re: 85 and 150
May 13, 2017, 03:52:42 AM
Should I make the new crf 150? Or the older you guys  pick
34
Bikes / Re: 85 and 150
May 13, 2017, 12:36:19 AM
hmm i would model a supermini if someone wanted to make atleast one other ;P that way it has some variation.. been wanting to make another model
35
Off Topic / GET YOUR GRAPHICS IN A GAME!
May 03, 2017, 04:29:46 PM
http://lcqstudios.com/stock-bike-design-competition/

Over at LCQ we are hosting a graphics competition and the winnners get there graphics in game, render, and a free copy of the game when it comes out, good luck to all!
36
Off Topic / Re: 3D Renders/Wip.
April 25, 2017, 10:12:17 AM

click me ^^^
render of the lcq250 :D
37
Track Editing / Re: Pictures of the tracks!
April 24, 2017, 11:14:29 PM
no bumps really and super small ruts to help guide :D im still going to do deform maps :D
38
Track Editing / Re: Pictures of the tracks!
April 24, 2017, 07:51:43 PM
39
Paints / Re: Mud layers
April 24, 2017, 07:41:44 AM
Setup your alpha channels
40
Track Editing / Re: sculpting ruts
April 22, 2017, 06:04:36 PM
would be pretty cool to model some cave walls and make something like this :)
41
Track Editing / Re: sculpting ruts
April 22, 2017, 03:16:54 AM
would you guys be opposed to the rut style like this? as in when i make tracks to bank them in and add a lip to the edges ? of course all height map not mask
42
Paints / Re: normal maps
April 21, 2017, 07:59:02 PM
We are explaining it the easiest we can, tfc is one the best at getting shit in game, it really isnt that complicated :P.. the export options are to your left when you hit export and are saving the .fbx
43
Well Muddy creek and spring creek heightmaps are pretty much finshed ( muddy creek is , springcreek isnt)
44
Paints / Re: normal maps
April 20, 2017, 04:00:57 PM
For your export i assume your using blender
set origin of the helmet to 0,0,0
apply scale and rotation
in your project folder add your maps and apply the diffuse only in blender
add the .shd file that you create in that folder along with all your maps
now open fbx2edf
set mesh
recalculate ( use smoothing groups )
save your .edf file
Should work just fine, make sure in your files that you define what ever you called the .edf
45
Paints / Re: normal maps
April 20, 2017, 05:47:08 AM
you want your textures to be .tga format aswell,  bump = normal map