0

$ido (24.09.2016)
Tops |
Erhalten: 122 Vergeben: 11 |
HI Christophe, thank u for ur comment too my work(s).
Well how I make or the adboard creating is quite the most easiest Part in working with stadiums.
U need just a few Meshes (until u've the adboards as u like to have it) and the key is the Material name here a short list of all available type of adboards and what they need ect
Material Texture Numbers and Names
Material Name No. UV Maps Diffuse Texture Ambient Texture Coeff. Texture adboard 2 adboard.dds lm_xx.dds --- adboarddigital 2 adboard.dds lm_xx.dds partnerset_02_digital_gridcleaned.dds adboardscrolling 2 adboard.dds lm_xx.dds --- adboarddigitalglow * 2 adboard.dds default_black_diff.dds --- adboardgeneric 2 adboard.dds lm_xx.dds --- adboarddigitalwide ** 2 adboard.dds lm_xx.dds --- adboardsingledigital 2 adboard.dds lm_xx.dds --- adboardsingledigitalglow *** 2 adboard.dds lm_xx.dds ---
* is needed if u uses digital (fake) adboards there for the reflection on other materials around or on the pitch (form the adboard)
** there is the new digital adboards, but there u must be carefully cuz of the mapping and the final touch of the whole look of the adboard set (3D)
*** is only needed if u use adboards sets there have for example stadium name or a special one
A other key to get the adboards as u wanted is UV mapping as I used in my RES 2014![]()
Andy (24.09.2016), Christophe83460 (24.09.2016)
Lesezeichen