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The general place to discuss MOD''ing Freelancer!
Firebase,
Maybe I don't exactly understand you, do you want me to ditch the green, reverse it or use a combination of blue metallic and silver, or blue metallic and green, or all three and pick out some highlights - I have tested hi-polish finishes and they do flare but if the tex has some texture it is better.
btw is no problem to do either....just some time, but I have broken the model up into groups and can do lots with it........
If you have a symbol or design you like I can even include that.
Think it would be a good idea to do a texturing tutorial?
Harrier.
edit: I see now o.k. blue and green it is (steel-4e) with more green - will take some time.......
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - Harrier on 12-09-2003 05:13:52
Maybe I don't exactly understand you, do you want me to ditch the green, reverse it or use a combination of blue metallic and silver, or blue metallic and green, or all three and pick out some highlights - I have tested hi-polish finishes and they do flare but if the tex has some texture it is better.
btw is no problem to do either....just some time, but I have broken the model up into groups and can do lots with it........
If you have a symbol or design you like I can even include that.
Think it would be a good idea to do a texturing tutorial?
Harrier.
edit: I see now o.k. blue and green it is (steel-4e) with more green - will take some time.......
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - Harrier on 12-09-2003 05:13:52
I'm not used to bright as all get out models, so the green with the silver is a pretty stark contrast. Generally, green is hard to match with other colors. You could always opt to make the green a bit more dull and pair it with black (not pitch, but a very dark grey as to allow some detail to show through). That's the course I'd take, but then it's not my ship.
sorry victor, but i am poor in texturing.
Harrier is helping me with my texture as you can see
.
Harrier, i kinda like versio 3.0, if you can panel that you can use that. And lets use the plain dark green for the outline instead of that emerald to match the bluish color. Sorry about the color mix-ups.
Working hard to earn... but too lazy to do something...
Edited by - firebase on 13-09-2003 10:45:59
Harrier is helping me with my texture as you can see
.
Harrier, i kinda like versio 3.0, if you can panel that you can use that. And lets use the plain dark green for the outline instead of that emerald to match the bluish color. Sorry about the color mix-ups.
Working hard to earn... but too lazy to do something...
Edited by - firebase on 13-09-2003 10:45:59
Firebase,
Here is the latest version, I did the best I could with the texture but each time you add a layer yo lose detail , and the 'shiny' tex's flare, but without testing in the game, I cant be sure......
I also increased the area of green and I hope I got the preferred version
or am I off the track..... is the original green trim as it should be or this way...
btw... I can add cockpit details later....
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - Harrier on 13-09-2003 15:07:26
Here is the latest version, I did the best I could with the texture but each time you add a layer yo lose detail , and the 'shiny' tex's flare, but without testing in the game, I cant be sure......
I also increased the area of green and I hope I got the preferred version
or am I off the track..... is the original green trim as it should be or this way...
btw... I can add cockpit details later....
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - Harrier on 13-09-2003 15:07:26
Hey Firebase, don't be sorry
Harrier, have you tried making it without worrying about the gloss effect? The in-game environment mapping effects can make the ship look shinny. It basically reflects based on the luminance of the pixel, so black spots don't reflect while white looks almost mirror like. With that effect a simple blue-grey steel panel texture can look very shinny in the game, the trick when using multiple colors like you are here is to try to get the luminance values even (or at least close) on the whole ship otherwise it'll look like some parts are shinny while others aren't.
A picture is worth a thousand words, so here's two showing the effect compared to the actual skin on one of my older models...
In the game:
And a small piece of the actual skin texture:
Edited by - Victor on 13-09-2003 17:55:14
Harrier, have you tried making it without worrying about the gloss effect? The in-game environment mapping effects can make the ship look shinny. It basically reflects based on the luminance of the pixel, so black spots don't reflect while white looks almost mirror like. With that effect a simple blue-grey steel panel texture can look very shinny in the game, the trick when using multiple colors like you are here is to try to get the luminance values even (or at least close) on the whole ship otherwise it'll look like some parts are shinny while others aren't.
A picture is worth a thousand words, so here's two showing the effect compared to the actual skin on one of my older models...
In the game:
And a small piece of the actual skin texture:
Edited by - Victor on 13-09-2003 17:55:14
Victor,
One of the things that has concerned me, is exactly what you are talking about. light colours 'flare' although if the texture has a fairly strong pattern, then the amount of flare is lessened. The "environment" you are in in the freelancer universe will also make a difference to the ships colours, for instance take a ship to say Dublin where the light has a reddish tint and the model reflects more red, however I try to keep the colours even(ish) so the luminance values are even. Panels can also be trimmed or edged with lighter colours to make the effects stand out.......
The only way to find out for sure is to try it in the game. once the final texture layout is decided then I will import it, try it, and adjust as required.
Harrier.
Retreat[![! ---- I'm too badly messed up now[![!
One of the things that has concerned me, is exactly what you are talking about. light colours 'flare' although if the texture has a fairly strong pattern, then the amount of flare is lessened. The "environment" you are in in the freelancer universe will also make a difference to the ships colours, for instance take a ship to say Dublin where the light has a reddish tint and the model reflects more red, however I try to keep the colours even(ish) so the luminance values are even. Panels can also be trimmed or edged with lighter colours to make the effects stand out.......
The only way to find out for sure is to try it in the game. once the final texture layout is decided then I will import it, try it, and adjust as required.
Harrier.
Retreat[![! ---- I'm too badly messed up now[![!
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