Development > Artwork
Dropship/Fighter Contribution
Nutter:
--- Quote from: H-Hour on October 08, 2012, 06:06:07 pm ---In the *spoiler*tech tree outline*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.
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From what I remember, the first paragraph of the nanocomposite armour completion message says they figured out how to mass produce carbon nanotubes. More or less.
But I'm not sure if that one requires alien materials in 2.4 or not. Completely clueless regarding .5.
Anderty:
So, do I need write correct data, or should do it someone else (more knowledgeable)?
H-Hour:
--- Quote from: geever on October 08, 2012, 08:52:55 pm ---That techtree is wrong. Our design article of Hyperion says:
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Currently, plans for the campaign do not stick to that design article (which was written in February 2009). Please feel free to discuss the revised tech tree on the campaign staging wiki page. That's why I put it there.
--- Quote from: Anderty on October 08, 2012, 11:40:50 pm ---So, do I need write correct data, or should do it someone else (more knowledgeable)?
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No, don't worry about it. We will work it out when the time comes to integrate it (aside from the model, we will also need to integrate it into the maps before we can activate it). When we compile research texts, we'll use what we can from your tech ideas depending on how we decide on it's timing and placement.
p0ss:
I've been playing around with this model, adding additional texture maps to it.
I altered the diff map into a 2048x2048 master, then made a spec map and glow map based off that. I also did up a hi poly model to render into a normal map,
Here is an image showing the versions, current version on the left, 700k poly version on the right and low poly with new maps in the middle.
The problem is that there are irregularities in the normal map, and i think it is because i fudged the hi poly model. From what i can tell the algorithm isn't handling the sharp edges well, and I think its because i should have applied sharp modifiers before doing the subdivide. To fix this i'd have to redo the hi poly model from scratch, which is rather disheartening as it took a long time. Its a learning process as always, but i think i might leave this one at the current point for a bit. I've uploaded the files here if anyone feels like looking over it, maybe some of it is useful.
https://drive.google.com/file/d/0B1TGXjhXeLFfdHJVU05wWVJRUzg/view?usp=sharing
Sandro:
--- Quote from: p0ss on April 10, 2015, 01:39:27 am ---Here is an image showing the versions, current version on the left, 700k poly version on the right and low poly with new maps in the middle.
Niiice!!!
But, for realism, it could be better to increase the stab area to keep the 1:5 rule.
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