Shipyard

Here, various developers can tell you all about what they're up to, so you can yell at them for being idiots. "... and there was a great rejoicing."
Message
Author
User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#16 Post by pd »

Image

Almost there... having fun with materials.

User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#17 Post by pd »

The highpoly mesh is done, I might add some panelling later, if necessary. I'll start working on the in-game mesh now.

Image

User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#18 Post by pd »

The lowpoly mesh is done. I'm starting texturing now.

Image

User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#19 Post by pd »

Image

Ambient Occlusion and Lights have been baked into the color map. Sorry for the image width.

User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#20 Post by pd »

Image

User avatar
pd
Graphics Lead Emeritus
Posts: 1924
Joined: Mon Mar 08, 2004 6:17 pm
Location: 52°16'N 10°31'E

Re: Shipyard

#21 Post by pd »

I'm playing with different texture variations to explore how to address 2 issues:

1: How to distinguish ships of different players(playing the same race)
2: How to distinguish between different designs based on the same hull

Image
:arrow: the first row shows the basic textures
:arrow: the second row shows a variation with big chunks of color for the green player - ok
:arrow: the third row shows a varitation with smaller chunks of color for the green player - doesn't work, especially at mid zoom(left column)
:arrow: the fourth row shows a variation with a shift in base hull color - fails, barely noticable
:arrow: the fifth row shows a variation with a shift in base hull color and light color - works

So what what works are big chunks of color and/or varying light colors. Darker empire colors will probably be a problem, especially with varying light colors.

What I haven't explored here are empire colored engine trails(as in homeworld).

Locked