Thx for the comments. The first picture was more an exercise in importing a large model. It should also have a ton of grass filling the gaps, but I haven't got enough ram for a population of that size yet (TG2 kept crashing with the grass turned on
). It was also supposed to have someone walking up the slope toward the camera, but my model has 49 different textures and the multi-shader only allows the first 17 when trying to import it from an .obj. Don't know if the full version of TG2 will support more entries in the multi-shader, or if there will be a way to associate textures with model parts so you can use multiple multi-shader's. You can see all the textures in the node network, but any above the first 17 are just sitting there not attached to anything, and I don't know of a way to associate them with particular surfaces in TG2.
Quote from: Mavcat on July 12, 2007, 11:19:04 AMand on the background on the left a bit more random population,it looks like crops now
I agree. This population was perfect for the foreground, with grass filling in the 'bare earth', it was perfect for framing the ship and the person walking up the slope. I wanted to add another population to the background to fill out the starkness, but I ran into the 3 population limit of the tech preview.
Quote from: Mavcat on July 12, 2007, 11:19:04 AM
Second one is good,only you can see the different colors on the mountain,which makes it looks low-res
Not quite sure what you mean by that. If you mean the speckling and banding in the dark areas of the mountain (WOW you have sharp eyes
), I have just seen it now that you have pointed it out. I have checked the orig .bmp and found it's not there, it must have been introduced when I converted it to .jpg.
EDIT: BTW, does anyone know if TG2 will support full specular maps instead of the generic specular setting the tech preview has?