Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Jadehawk on November 09, 2008, 08:31:49 am

Title: My off and on project, Re-texturing the Herk Mk. III
Post by: Jadehawk on November 09, 2008, 08:31:49 am
Hey all,
I have done this one off and on when I'm bored doing my regular stuff for TotT, my profiles, etc. Taking a mini break, I completed this one up to it's current state you see in this screenie.

I changed the locations of No. 2 and No. 3 Missile ports to balance out the ship and made the glow ballsfor the engine smaller as I felt they were too big. This screenie if the first time I have had it in the game environment with all the glows, normal, etc. So it's not complete by any measure and since it's an off and on project, it's not gonna get done quickly. Just thought I'd give you some Eye candy  :D

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/HerkIII5.jpg)
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Droid803 on November 09, 2008, 11:39:30 am
Pretty awesome :yes:
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: ShadowGorrath on November 09, 2008, 11:43:38 am
Don't mean to sound rude or anything, but I don't really like it. Just doesn't feel like a Herc III. Or it might just be me, going for that dark GTVA terran look...
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Galemp on November 09, 2008, 11:44:38 am
ooh...

I love the red wing paint, and the panel lines are great. What's the fin on the bottom look like?

The Shine map could use more contrast, or there needs to be a bit more dirt and grime etc. I know you're at the early stages but I do want a bit more contrast on the flat gray. Don't forget to put the cockpit glass on the environment map channel.
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Jadehawk on November 09, 2008, 12:29:40 pm
Thanks fellas and no offense taken :) We all have a difference of opinion and I think that's a great virtue for HLP.

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/HerkIII6.jpg)

Here is the bottom view. The slim fin I have not detailed as I simply over looked it. When I get the time, I'll tweak some things about it.

oops, Code boo-boo. here it is.
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Herra Tohtori on November 09, 2008, 12:55:34 pm
Oo hay thar, is you aware of all the awesome souce brought to you by the SCP team in form of normal maps?  :)


The texture looks cool, but please please don't do any beveling on the diffuse map with the seam lines and/or surface detail. Just darken the seam line locations slightly, and create a normal map to deal with the lighting of the surface detail. Beveling (or baking in lighting from static source) was fine when it was the only way to show the surface detail like seams, but now that we have better alternatives... ;)
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Titan on November 11, 2008, 03:53:43 pm
me like.
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Raven2001 on November 11, 2008, 03:58:45 pm
Oo hay thar, is you aware of all the awesome souce brought to you by the SCP team in form of normal maps?  :)


The texture looks cool, but please please don't do any beveling on the diffuse map with the seam lines and/or surface detail. Just darken the seam line locations slightly, and create a normal map to deal with the lighting of the surface detail. Beveling (or baking in lighting from static source) was fine when it was the only way to show the surface detail like seams, but now that we have better alternatives... ;)

Still shading those lines a bit helps the normal map convey detail as well. Companies in the industry still shade the diffuse maps a bit, despite the use of normal maps
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Herra Tohtori on November 11, 2008, 04:40:13 pm
Still shading those lines a bit helps the normal map convey detail as well. Companies in the industry still shade the diffuse maps a bit, despite the use of normal maps

Yes yes, but bevel is not the same as shading (occlusion). Like I said...

Quote
Just darken the seam line locations slightly, and create a normal map to deal with the lighting of the surface detail.

Ie. shade the lines, but not in a way that bakes in lighting coming from some static direction (which is beveling).


Actually, beveling or baking in the lighting would be fine in cases where the light comes from a static direction - like in a map with no daylight change simulation and a lot of buildings. But with space ships and other objects where light can come from many directions, beveling the surface detail on the texture will make them look like they're extrusions instead of indentations, and vice versa.
Title: Re: My off and on project, Re-texturing the Herk Mk. III
Post by: Jadehawk on November 11, 2008, 06:38:27 pm
There is no beveling involved in making this texture. What your seeing is an effect I used to do for making profiles and skins which is taking a copy of the lines, moving it 1 pixtal down and over. I wanted to see what it looked like and honestly it does not work well for this type of application as some of you already know. :)
Easy fix as I'll just turn that layer off and there is already a panel line shading layer, but does not show up well. Again, an easy fix. Another thing I do not like is how large the missile ports are and I wish this had a cockpit and the nose rounded some as it's too pointy for my taste.

Also, maybe it's me, but I get the feeling this ship is too small scale-wise as the Herk was always a big ship to begin with. I'll fiddle around with it when I get the time. Again as always thanks for the critique fellas. :)