
SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Sep 16, 2012 03:13 PM
Msg. 1 of 7
So, I'm trying to finish mangenkyo's H3 UI, and I've finally started getting things rolling. I'm going to start by refining the existing bitmaps, and move on from there. so here is what I started with: and V3 as for the explosions: old new suggestions are, as always welcome, but if you have an idea, please tell me how I can do it. (I'm still very new to this) Edited by SilentJacket on Sep 16, 2012 at 11:25 PMI'll just keep a log here, since no one seems to be interested 9.17.12 panorama backdrop:final Edited by SilentJacket on Sep 17, 2012 at 09:55 AM*Edit: This project is on hold until I get more familiar with HEK and 3DS max.Edited by SilentJacket on Sep 20, 2012 at 10:29 PM
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Etrusion
Joined: Nov 26, 2008
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Posted: Sep 17, 2012 10:25 AM
Msg. 2 of 7
Looks nice. A suggestion would be making the mainmenu selection work with 1920x1080. Having Open Sauce allows this limit now and when I have 1920x1080 used, the main menu selection stretches. The highlighted orange selection area is off.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Sep 17, 2012 12:39 PM
Msg. 3 of 7
I ma not sure there is a workaround for that, that may be the reason why bungie but the UI icons in the center.
I might have to make a separate one for OS, but that won't be until I figure out how to make a normal map.
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Kureha
Joined: Sep 1, 2012
SUBARUUU!~~~
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Posted: Sep 17, 2012 05:41 PM
Msg. 4 of 7
Why would you need normal maps in an UI?
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Sep 17, 2012 05:43 PM
Msg. 5 of 7
Quote: --- Original message by: Kureha Why would you need normal maps in an UI? I mean, an average, non-OS Ui map (as opposed to .yelo), seriously, I'm just starting out, what are normal maps?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Sep 17, 2012 05:47 PM
Msg. 6 of 7
Interesting.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Sep 17, 2012 06:42 PM
Msg. 7 of 7
this is a normal map/bump map. basically a copy of your original texture except the normal adds depth.
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