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hannibaldinski
hannibaldinski - - 107 comments

very nice tut! Keep it up :D

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bikkebakke
bikkebakke - - 421 comments

gimp <3

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fameless.face
fameless.face - - 412 comments

This made me hungry.

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doomstagg
doomstagg - - 120 comments

yay opeth.

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sebi3110
sebi3110 - - 36 comments

Isn't it a bit weird that you define the spec level by adjusting the diffuse oppacity?!

The complete workflow is abit circuitous, but it's your own engine so I don't really care :)
Just hope that you will implement common workflow like from Cry Engine 2 ;)

Keep the vids coming!

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Silverfisk Author
Silverfisk - - 1,080 comments

I actually think it's pretty easy changing the spec in alpha channel, but since that doesn't work as it should in Gimp, David has said that he's going to perhaps change that in the future to use a separate picture to define the spec.

And it's actually not my engine, I'm just a fan of Wolfire Games. :)

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MarcusM
MarcusM - - 158 comments

Awesome job mate. Keep it up.
I really love how simple it is.

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Torabi
Torabi - - 376 comments

I assume that it does not have any form of collision box? Still, great tutorial.

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Silverfisk Author
Silverfisk - - 1,080 comments

By default it uses the mesh as collision, but that was changed recently, so now you can use another object for collision if you want to.

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Martini-562
Martini-562 - - 46 comments

That looks cool, very simple workflow. It however seems as if it doesn't matter where the objects are located as long as they are located within the main Overgrowth folder or one of it's subfolders. Whilst this allows for everyone that uses the engine to lay out the data the way they want it, I can foresee huge a huge mess in Overgrowth folders due to a lack set pipeline rules.

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ariehl
ariehl - - 23 comments

There has been some proposed guidelines for how and where custom material and assets live, so hopefully when the game is fully released, people will start to follow those techniques...

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RangerC
RangerC - - 1,484 comments

thats why one of my friends learns Blender ;)

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ninma
ninma - - 2 comments

does the normal map only work for the donut thing or does it work for anything?

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Silverfisk Author
Silverfisk - - 1,080 comments

It works for anything. Ideally you'd want a normal map that's tailored for the object you're creating, but if you don't need a normal map or can't create on for any reason you can just use the blank normal map.

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