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 Post subject: Re: Shipyard
PostPosted: Thu Apr 01, 2010 1:18 am 
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Location: 52°16'N 10°31'E
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Almost there... having fun with materials.


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 Post subject: Re: Shipyard
PostPosted: Sun Apr 04, 2010 6:01 pm 
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Location: 52°16'N 10°31'E
The highpoly mesh is done, I might add some panelling later, if necessary. I'll start working on the in-game mesh now.

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 Post subject: Re: Shipyard
PostPosted: Tue Apr 06, 2010 5:45 pm 
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Location: 52°16'N 10°31'E
The lowpoly mesh is done. I'm starting texturing now.

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 Post subject: Re: Shipyard
PostPosted: Tue Apr 06, 2010 10:55 pm 
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Location: 52°16'N 10°31'E
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Ambient Occlusion and Lights have been baked into the color map. Sorry for the image width.


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 Post subject: Re: Shipyard
PostPosted: Thu Apr 08, 2010 3:17 am 
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Location: 52°16'N 10°31'E
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 Post subject: Re: Shipyard
PostPosted: Thu Apr 08, 2010 3:09 pm 
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Location: 52°16'N 10°31'E
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).


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