Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on March 27, 2006, 02:57:42 am
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Anyone got any good ideas or suggestions on texture greebling? Or have some good metal work textures that I can use. There seems to be too much plain tiling going on. The turrets will get added after it's converted to COB.
It's a destroyer about 700m long
(http://img.photobucket.com/albums/v356/Shodan_AI/athena0.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/athena1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/athena2.jpg)
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lose the blue lit wndows first, replace with something whiter, and definitely not with bright yellow
then, expand that armor plate pattern, make bigger plates. with more detail on the plates. you could even do this: take your plates, save them somewhere. make a pattern with big plates. then, take your old ones and overlay them at low opacity, and make sure that the shinemap matches it, it'll look pretty cool
there ya go, some suggestions
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i suggest making it longer, it looks too much like it got stuck in a trash compactor.
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yeah.... lengthen that neck-like area.....
oh, and make sure you absolutely COVER it in beam cannons. there should be no approach vector that is not able to be covered by at least 10 beam cannons. trust me, your wingmans' AI will LOVE this. "CANNONS!!!!!!!!!!!! BEAM CANNONS!!!!!!!!!!!!!" *ZAP*
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HAHAHAAH :lol: :lol: :lol: *ZAP* LOL oh ya and make all 10 beam cannons uber santhana beam cannons LOL It's a Gigas Killer! :eek2: :eek: LOL :-) Oh don't forget the license plate "We PWN Shivans" LOL ;7
Actually it'll have two (top and bottom) light? pulse beam cannons... about 2000? damage 7? unit wait time, 2000 unit warm up and 1 unit fire time. It hits hard, it hits fast and disappears just as fast. I'm also trying to get some different beam animation but it looks weird... oh well thats on the todo list LOL
Oh thanks for the idea Turambar... the panel over panel didn't quite work... way too messy, but I found one of the freespace textures that work, TCov1A-shine.
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dude, send me your original tile and i'll make you a new one based on it
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Heres a small update, the lighting makes some sides darker than they actually are. I extended the nose a bit, problem is I don't want it to exceed 800 meters.
(http://img.photobucket.com/albums/v356/Shodan_AI/athena4.jpg)
and heres the base texture... note because it's larger then 512KB i had to reduce quality to 60% (warning it's 2048*2048 so i didn't want to mess up the form by posting it directly here)
http://img.photobucket.com/albums/v356/Shodan_AI/base.jpg
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Just a couple of touches that need to be fixed, then the lighting gets baked, after the really hard part of getting it converted begins. Lighting does seem to add quite a bit of detail.
(http://img.photobucket.com/albums/v356/Shodan_AI/athena7.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/athena6.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/athena8.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/athena5.jpg)
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why do you have 2048x2048 of a repeating texture?
it doesnt seem to make any sense, you could easily have done that same thing 512 and tiled it
thats what i thought you did anyways
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That is my "base" texture in photoshop. All the big textures for the ship use that as a base layer i.e. background. I UV Unwrap the entire ship, i don't repeat textures, otherwise baked light mapping wouldn't work at all..
Heres a 1/4 res version of one of the textures
(http://img.photobucket.com/albums/v356/Shodan_AI/skin.jpg)
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(writing from a Photoshop perspective)
Add low opacity (say 10-30%) white lines under/right (i.e. offset) to all the black lines; it instantly adds depth. I'd actually suggest a series of these; for example have a 'top' set of darker thickness 2 lines hich create large panels, followed by 1-thick lines of a lower opacity creating smaller planels (equivalent in complexity to what you have now), and finally very-low opacity lines (only ~5%) creating very fine detail.
Also, I'd add in some layers of white, black, black grain (a paintbrush that looks pixellated/diffused and acts akin to noise; use it to cover everything in a non-uniform way) and possibly brown (very low opacity, as a sort of gentle rust/contrast effect) shading, using the paintbrush and with the existing black panel lines to define the shading (i.e. top & left is white shaded, bottom and right is black shaded, grain over both, and brown in the middle).
And possibly another couple of brief shading layers; more brown 'under' the thick black lines as a more visible rust effect, create charcoal under said lines as a darkening effect, burn tool for some hull scratches/dent effects, and a white paintbrush used on - IIRC - overlay mode to create the effect of visual highlghting (this is possibly less useful for tiles, but very handy for templated models).
This - http://sectorgame.com/aldo/media/gtf_claymore.jpg - shows the sort of line arrangement and also highlighting effects, although 90% of the detail above should be visually indistinct; you want a sort of general effect rather than being able to point out x & y on the maps. I always took the approach that,in theory, no 2 adjacent pixels should be identical
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Yikes that claymore is way beyond my ablities. :shaking:
As for the white line depth, I normally use layer beveling.
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Yikes that claymore is way beyond my ablities. :shaking:
As for the white line depth, I normally use layer beveling.
I don't like bevelling; I don't think you get enough fine control over it in both where it puts the white lines and also (primarily) in the contrast between the black-white parts. Another things is, IIRC, you run into problems if you have a black line of 2 thickness or so but only want a very thin white line.
Although this is partially down to artistic preference anyways; it's not like there's a specific right and wrong way these things should look.
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Yikes that claymore is way beyond my ablities. :shaking:
Practice.
Aldo was always good but his quality has greatly improved over the years. Your ships are already pretty good. More practice and I'll bet you could make that ship within your abilities. :)
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God knows all I ever did was experiment and nitpick, and I'm not especially artistically talented, so all you really need is patience, practice & a willingness to identify what you can improve.
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if you're using PS, the dodge 'n' burn tools are great for shadows and highlights.
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Is this looking better?
(http://img.photobucket.com/albums/v356/Shodan_AI/rapier1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/rapier2.jpg)
especially when you compare it to the orignal texturing I did ages ago YUCK
(http://img.photobucket.com/albums/v356/Shodan_AI/rapier.jpg)
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Yes, actually. Much better.
EDIT: only suggestion would be to add more depth to areas. Like overlapping plates, or bigger shadows into the recessed areas.