Development > Artwork

New Rocket Launcher

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Winter:

--- Quote from: Flying Steel on July 03, 2010, 01:06:32 am ---How's this?

--- End quote ---

Good for me.

Regards,
Winter

Flying Steel:
Alright then, here's the Source Files.

The gun and shell models are in different layers of the same blend file. I created a tentative roughness "map" (only 1x1 pixel) for each model which basically just sets material settings to something that I think should look similar to the renderings I've posted throughout this thread, but I really don't know.

Mattn:
applied it to data_source - thanks a lot

can you also export the md2 models?

H-Hour:
Jumping in late here. It looks great, especially with the dirtied texture. One thing I might recommend would be to use slightly less bright reds/yellows/purples. Increasing the grey in the color just a bit can help make them settle into the overall scene a little more smoothly.

But that's not really something you need to revisit on this launcher. Just something to think about in the future. Or disagree with. ;)

Flying Steel:
@ Mattn

Sure, but do you have a particular scale you'd want the gun to be before I converted it to an in game format? Like how many units long should this thing be?

@ H-Hour

The same issue occurred to me, mostly with the antimatter one, but the thing is I am not sure how and where these will appear in game. So the color saturation might be important for making them distinguishable at a distance in low light for example. Or it could still be too much.

Desaturation is really simple though, you can apply it to the whole unlayered diffuse textures and it will only effect the painted areas (the metal parts have no color anyway). It's just a matter of knowing how far to adjust it for the setting.

The same goes for the Roughness map.

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