Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: Shivan Hunter on August 11, 2013, 12:29:15 am

Title: [RELEASE] TF Electron
Post by: Shivan Hunter on August 11, 2013, 12:29:15 am
So, I finished it. I think. Unless there's something really obvious I missed. But I think it's all there!

DOWNLOAD (https://mega.nz/#!cJUymAIC!1TyR6pN0k35PQWXmQZkIpVUvAnHu_tHCHNQicth0BnI)



(hmmm... it kinda looks like it has no normal map in those pics, but it's just the angles.)

Original post:
So I've been working on some HTLs of older models for mjn.mixael's BtA... and it turns out, HTLs are a lot harder than doing a model from scratch! I'm limited to a vague design concept rather than creating as I go... and older FS ships are so blocky... I'll be doing those HTLs, of course, but between periods of staring at them and scrolling mindlessly down conceptships.blogspot.com, I've churned out a few more polygons!

Modelling the LOD0 is done. Texturing is partly done (Thanks to Axem for telling me how to bake AO in Blender!). Debris and LODS are not started.

It's an extremely small "fighter" ("armed shuttle" might be a more apt description), with two small missile bays, and two 2-firepoint primary bays compatible with only the most bare-bones, terribad weapons available. Its speed, small target profile and low manufacturing cost make it an effective swarm fighter, and not much else.



[EDIT] In my tiredness I derped on the name. The Neutrino will be, appropriately, a stealth ship. This is the Electron.
Title: Re: [WIP] TF Neutrino
Post by: MatthTheGeek on August 11, 2013, 12:37:20 am
Title: Re: [WIP] TF Neutrino
Post by: An4ximandros on August 11, 2013, 12:43:57 am
I don't know why, but your ships have a texture that reminds me of wood, for some reason. Space, metal, wood. And that's rad as heck. :yes:
Title: Re: [WIP] TF Neutrino
Post by: mjn.mixael on August 11, 2013, 01:46:50 am
Yup, looks like I'll be using that too... :)
Title: Re: [RELEASE] TF Electron
Post by: fightermedic on August 12, 2013, 04:07:56 pm
striking design, very well done
Title: Re: [RELEASE] TF Electron
Post by: Dragon on August 12, 2013, 04:56:48 pm
Nice ship, but don't you have a better mirror? This one has absymal DL speed for me.
Title: Re: [RELEASE] TF Electron
Post by: Shivan Hunter on August 12, 2013, 07:29:41 pm
Hmm - never had that complaint before. Does anyone else have this issue? I always thought box was good for DL speeds. Anyway, I uploaded it to FSMods.net but it seems an admin needs to review it before it goes public.
Title: Re: [RELEASE] TF Electron
Post by: Nyctaeus on August 12, 2013, 07:43:36 pm
You're great, man. I've never seen that industrial-looking ships for FS ever. I'm glad to use Your models as part of my fleet :yes:
Title: Re: [RELEASE] TF Electron
Post by: MatthTheGeek on August 27, 2013, 02:05:19 pm
This is now wikified (http://www.hard-light.net/wiki/index.php/TF_Electron) and already was FSMods.netified (http://www.freespacemods.net/download.php?view.902)

Title: Re: [RELEASE] TF Electron
Post by: --Steve-O-- on August 30, 2013, 08:58:07 am
OK, I have got to know... what is your trick to creating the wear marks and paint chipping around the hull panel joints and edges on the diffuse map? the end result coupled with the shine map is top notch! I've tried various methods and cant seem to find one that really makes good wear and tear, came close, but not perfect...
Title: Re: [RELEASE] TF Electron
Post by: Shivan Hunter on August 30, 2013, 11:18:03 am
An old trick I found by trial and error when first doing the TF Ion. It's in that thread, but here you go:

I have a brushed aluminum-esque texture that I can tile, so it can fit any size.


I make two layers out of this, of the same shape (of the piece I'm texturing). It's all light gray at this point. Then I take the bottom layer and increase the contrast and darken it a lot.


Then, I take a set of grunge brushes (you can find a bunch of good ones to download, usually on DeviantArt), and erase bits from the top (light gray) layer in areas that would receive wear and tear (edges of polygons and edges of panels), revealing the darker layer.


After adding panel lines and rivets/bolts, I get a good metal texture with damage on the edges.


I create a new layer from all these so I can select based on color. Then I use Gimp's Wand tool (select areas of similar color) to select the centers of the panels- the less-damaged bits. The threshold for selecting color determines how much paint is chipped. After selecting all these, I create a new layer and "fill" it with a certain color, and set it as a certain transparency.


If you select the areas right, you'll have paint chipped around the edges, and also less color on the extra-bright areas of the texture to look like scratches.

The thing about this method is it doesn't take a lot of skill to get right, which makes it perfect for me. :P

When doing the specular map, I usually copy the paint layer and darken it, and brighten the gray texture, so the underlying "metal" is more shiny but the paint isn't.
Title: Re: [RELEASE] TF Electron
Post by: NeonShivan on August 30, 2013, 11:49:20 am
Did you ever think of making a destroyer based off the same design philosophy you put into the Ion, Photon and Electron? Might come up with something interesting no?
Title: Re: [RELEASE] TF Electron
Post by: fightermedic on August 30, 2013, 11:55:42 am
the mighty TD Atom! shredding through them shivans

nice tutorial Shivan Hunter, i might make use of this