Random WIP 2006-2011
Moderators: MR.D, Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Hi! Here is a shameless attempt at recruiting you You seem unmotivated by your current project... Why not join CA? We have a very active and large-ish development team. I love your models and we are desperate for modelers. Your models fit Core perfectly, imho.azaremoth wrote: This never was my project - I was just modeling... And as there was noone else participating...
Information on CA can be found at http://www.caspring.org or here. We usually hang out at #ca in the lobby.
Hehe - Yes there is someone: Kovin and I joined and the others him already. So - there is a good chance that you'll have to stick to your promisesmoth wrote:Azare, there is someone who did take up the project. I have no idea where he went but I promised him that if he kept it up I would do the faction I promised to.
Actually I am very pleased with the current progress of the project. But I thought about allowing some other projects to use "common models" like the (core and arm) solars, mexes, defense towers, storages, etc. if the gerneral style is desirabled. As my interpretation of Core units is very dark (little more evil and more robotic than the archetypes) I'm not too sure If the models will fit every mod.quantum wrote: Hi! Here is a shameless attempt at recruiting you Wink You seem unmotivated by your current project... Why not join CA? Smile We have a very active and large-ish development team. I love your models and we are desperate for modelers. Your models fit Core perfectly, imho.
just been doing some models for CA but seems some dont fit the TA style ( i refuse to make exact copies of 10 year old designs whats the point?? when you can work on your own stuff :])
heres a core plane model its uvmapped and modelled but need to texture it but paletted core colors to see how its meant to look - a detailed texture and stuff
i doubt it will fit in so if any1 wants it wen its finished let me know (if not i might use it for my own mod)
heres a core plane model its uvmapped and modelled but need to texture it but paletted core colors to see how its meant to look - a detailed texture and stuff
i doubt it will fit in so if any1 wants it wen its finished let me know (if not i might use it for my own mod)
Please do! Your models are quite simply visual intercourse (shock horror who would have thought!). I think they fit perfectly, and if not, we can re-design CA around them AFAIC.Actually I am very pleased with the current progress of the project. But I thought about allowing some other projects to use "common models" like the (core and arm) solars, mexes, defense towers, storages, etc. if the gerneral style is desirabled. As my interpretation of Core units is very dark (little more evil and more robotic than the archetypes) I'm not too sure If the models will fit every mod.
Last edited by Saktoth on 01 Dec 2007, 23:28, edited 1 time in total.
Darn it all, what ever will I doazaremoth wrote:Hehe - Yes there is someone: Kovin and I joined and the others him already. So - there is a good chance that you'll have to stick to your promisesmoth wrote:Azare, there is someone who did take up the project. I have no idea where he went but I promised him that if he kept it up I would do the faction I promised to.
They're pretty close to the real colors, looks good to me. But you should try some more colors, especially lighter ones and make sure they don't look like white team color.azaremoth wrote:I played around with teamcolors on grey - if you use a moderate grey the results are quite nice
I wish the glow shader would detect if a color coordinate has an alpha value and use that shade of team color then instead. Atm glow uglifies team colors in most cases :(
incase anyone here has not realized it. Under the team color you should have black, otherwise you are going to get off colored team color.
Copying the texture information for your alpha layer can result in very good team color. This example was a purely greyscale then I fired it right onto my alpha (inverted it, I think) and then the rest of the texture channels were black. So it was alpha on black. Team color is done via overlay. If anything is under the teamcolor section it will come out odd.
rattle:
Have you tried black texture with glowmap and teamcolor over it? I cannot try it do to my compy being fukt.
Otherside, try and keep the image no wider then 640 it really stretches the forum.
Copying the texture information for your alpha layer can result in very good team color. This example was a purely greyscale then I fired it right onto my alpha (inverted it, I think) and then the rest of the texture channels were black. So it was alpha on black. Team color is done via overlay. If anything is under the teamcolor section it will come out odd.
rattle:
Have you tried black texture with glowmap and teamcolor over it? I cannot try it do to my compy being fukt.
Otherside, try and keep the image no wider then 640 it really stretches the forum.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
The problem with desaturation through the usage of a thinner team color and an texture color beyond black is that if I want a color I will not get it. What if I have a good low saturation color? The problem to me with that philosophy is that people are trying to subdue bright reds and bright blues rather then desaturating their red and blue appropriately.
If the tint or shade is not right on the color then change the color, don't distort the color in the texture to make it something else. That is one thing I disagree with. The player chose that color, if they want neon pink let them have it. If they want a nice indigo let them have it.
If the tint or shade is not right on the color then change the color, don't distort the color in the texture to make it something else. That is one thing I disagree with. The player chose that color, if they want neon pink let them have it. If they want a nice indigo let them have it.
Yes, I experimented with it a while back (when I finally could make use of glow and reflection maps!).rattle:
Have you tried black texture with glowmap and teamcolor over it? I cannot try it do to my compy being fukt.
I think that was a gaussian blurred subtle glow map (64) on full 255 team color. Was the only setting I found that worked nice without turning light colors into white and preserves the team colors.
Generally I control the shade of the team color with the texture when I'm not using full team color and both together can make some nice results, though it's quite easy to mess up and having to redo the team color stuff. :(