Jump to content

DevilEvil

Members
  • Posts

    802
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by DevilEvil

  1. /me shifts your wig (missed this so much XD!)

  2. Name: Ziu Badge: Community builder Reason: Very active forum contributor. Status: Approved. [DevilEvil]
  3. /me slashes everybody's tires. While constructive criticism is welcome, as an artist myself I definitely don't encourage these type of comments (they don't help people to get better in any way). Not all people are experienced in setting a fair price to their work (I actually lost several awesome irl job opportunities due to this).
  4. Nominate me for a lazybum badge xD

  5. Name: Kamishi Badge: Paletting Lv1 Reason: She's made more palettes than anybody else around ! Name: Olrox Badge: Mapping Lv1 Reason: His maps are the most original ones I've ever seen, fully deserves a hamtaro! Name: Adel Badge: Spriting Lv1 Reason: Her sprites are a clear sign of her skills at pixel art. Badge her! Name: Aerie Badge: Mapping Lv1 Reason: The quantity and quality of her maps are simply stunning. Name: Syouji Badge: Mapping Lv1 Reason: He's not only been a very helpful graphics mod, but also a great mapper, sharing many amazing maps to the public. Name: Gaypuff Badge: Spriting Lv1 Reason: If someone ever fully mastered the RO pixel art style is him. A top notch pixel artist Name: AnnieRuru Badge: Scripting Lv1 & Helper Support Expert Reason: She's always been a legendary scripter and committed supporter. My nominations are somewhat based on general contributions to their respective fields (that means, for example, guides, video tutorials, tools, etc) and not only scripts/maps/sprs,etc And... by the powar bestowed upon me (lol): Status: Approved. [DevilEvil]
  6. No need for the PM actually, it usually takes some days (except if it requires further revision). I'll give it a look .
  7. For problems like this, it's better if you could find someone who could make a translation for your posts so we can give you a deeper answer. The problem may be related to the model itself, so we would need to check the model to get a better idea of what is exactly happening.
  8. Yes and yes . If you need more help feel free to ask!
  9. There are some places of the map that look very nice and the design is awesome as well (you can see areas where it is clear that there is much dedication and effort). However, I must say that there is a need of improved textures (and even model bodies) in some cases. I'm pointing mainly to the roofs and walls. Overall I like it, but would be awesome if you made an improved version of the map.
  10. You don't make but edit acts in RO. And you will have to do this especially with job sprites, since it is preferably you don't change absolutely anything (and even in those cases sometimes they give errors). You have to be extremely careful with these. If you are actually making a frankensprite (with edits to make it look better) you should use the act of the base sprite you are using. For example, I would use only tuxedo act (without any change) for this sprite:
  11. A RO character sprite frame is only the 0,86% of the whole sprite. That's why you will see tons of unfinished character sprites. I personally highly discourage development of character sprites, these are never properly paid for (and a basic fair price that crosses my mind for a good quality job sprite (female and male) is at least +1600$) and takes much time to be finished.
  12. This was a large project led and also developed by Unmei and Vermillion Skies team (which was active back on the RUNE days). If I recall correctly, only Oracle was finished, but I may be wrong.
  13. Oh, I haven't noticed the TV addition at first. It's very original! And the fact it can be easily customized to make it more related to a specific server makes it even more interesting . Pretty good job, I liked the design and concept of this map a lot, and its execution, as expected, is very nice! BGM ftw! An interesting addition would be a PSD file with a TV effect layer added (way smoother than the example), so almost any image will fit the main style and is suitable for the animation. Besides, between each image, a TV transition effect (very short) would be cool:
  14. While you create the map in BrowEdit, the map reads the file's directory using '/' instead of '\'. If you notice, official maps reads the textures' directory with the proper sign, while in BrowEdit is the different sign. That is no problem if you add it to the data folder, but if you pack them in a GRF, you will have to change it (modifying the map file in Notepadd++, for example). Regards, DE
  15. I can say for good that you will get much more useful suggestions if you chose to start making something and actually open a WIP thread for that thing you make. Let's say, you want to make a custom headgear. Opening a topic, showing your progress and posting something people can actually see, will probably attract more people and invite them to share their suggestions rather than this thread, which seems confusing at first glance, since it's hard to understand what are you looking for.
  16. If you want to replace the textures, just modify the textures. If you want to add additional models with your textures, you will have to create more textures, add them to BrowEdit textures, and create a new RSM in RSM editor that reads your new textures.
  17. RSM Editor, which is part of BrowEdit, is used to retexturize models. I recommend though, creating models from scratch or make use of some Arcturus models, instead of taking other cities' models (since most of them doesn't match other themes even without textures)
  18. Yes, the warrior I posted was created from scratch. Actually texturizing was easier for me than modelling (I'm kinda new to organic modelling)
  19. I don't know about imported models, since that depends on the model you import from the other games. I can only tell you about the models you create from scratch. Regarding the animation, IIRC, Olrox made a guide for FBX import (I may be wrong though) . You can animate your model and save it as a FBX.
  20. Save the UV map as a texture (TGA) (You can render the UV texture in the UV window tools menu). Then apply an AO map to your model (make sure you are using mental ray renderer) Then press '0' to open the render to texture window. Select AO map, the size of the render (must be equal to the size of the UV map render) and render the AO map. Then open both textures in PS. Start with a plain color base layer, add the UV texture layer in Overlay mode. Then add the AO map in Multiply mode. Start drawing . Look for a guide online for the render to texture, since it has some options you should know before trying to make it.
  21. Prontera's house (as well as all RO models) already have an UV map configuration. For example: Obviously, any model you create in Max MUST have the UV map configured, so you can create a texture that fits the model properly. Headus UV Layout is a program that lets you load an OBJ (model) and easily cut the mesh to make a 2D plane containing all the mesh (see right window in the example). Once you have the UV texture, I recommended (though it's not obligatory) to do a 'render to texture' with an Ambient Occlusion material, so you will get basic information of illumination. Once you have got your UV map with the shadows and lights information from the AO map, you have to start drawing your texture in Photoshop. You can get some material textures from google (there are tons of sites with nice textures to use in your texture (I wouldn't copy-paste them, only get some detail from them for some textures, such as metal or cloth, and put them with low opacity). If you make a house, of course, you will have to draw the windows and doors of the house, even if you model them. I wouldn't add more polygons for a window to be honest, drawing it will be better (you can still make a high poly model and project it on the low poly to get extra info, but that's only if you like modelling more than drawing).
  22. I have no clue about what you've just said :/. Could you say it in Portuguese? I will probably understand better (I'm Spanish). If you are asking about how to add the texture, I usually just add the model and open it in the RSM Editor (part of BrowEdit). Here you can select the texture the model has to read.
  23. That's the UV map. You first create the model in 3D max, and once you are done, you export it as an object. Load it in UV Layout and start projecting the quads in the UV map. There are nice guides about it that will explain how to use the program efficiently, but with that you should be having the UV map set up. In UV layout, once finished, save the model as an obj, load it in Max, add an ambient occlusion texture to the model and press '0', you will open the render to texture window (guides about it in internet), this way you will get an ambient occlusion map. In Photoshop you will have to add it in Multiply mode, so all the white areas are transparent (in my example, I lowered the opacity of the AO map because I didn't want too much contrast between dark and bright areas). Final render has 2 additional textures (Normal and Specular Map, plus a Gloss map for the eye) and a basic three point light system.
×
×
  • Create New...