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Sure thing; but I only know Gimp, so keep in mind I'm using Gimp terminology...
Okay first of all I made a front-side-only radiosity baking. I think I uploaded it already.
I made an inverse of it also.
So, now, I had one very rough diffuse texture, and a rust texture. I adjusted their brightness so it was the same, over-all.
I multiplied the rust texture by the frontal radiosity texture, call that A.
I multiplied the diffuse texture by the inverse of the frontal radiosity. Call that B.
Then, A+B gave me a first approximation of what I'd want as the final diffuse texture; call this C.
To turn that into a subtractor, I made C slightly brighter than my original diffuse texture, and subtracted the original diffuse texture from it; call this TheSubtractor.
THE END
(Notice that now, I could add the subtractor to the diffuse to obtain C, if I wanted to, but I opted to subtract it instead, so the rust would darken the diffuse; and I added it to the specular, to compensate the darkening by increased reflectivity; but maybe it should be the other way around... not sure.)
EDIT:
Always, before I multiply 2 textures, I add uncorrelated perlin noise with an intensity of 1 (imperceptibly subtle) to reduce precision artifacts, such as possible banding, by predithering, then I add perlin noise again, same intensity, after multiplying, and blur with a radius of 2.
Okay first of all I made a front-side-only radiosity baking. I think I uploaded it already.
I made an inverse of it also.
So, now, I had one very rough diffuse texture, and a rust texture. I adjusted their brightness so it was the same, over-all.
I multiplied the rust texture by the frontal radiosity texture, call that A.
I multiplied the diffuse texture by the inverse of the frontal radiosity. Call that B.
Then, A+B gave me a first approximation of what I'd want as the final diffuse texture; call this C.
To turn that into a subtractor, I made C slightly brighter than my original diffuse texture, and subtracted the original diffuse texture from it; call this TheSubtractor.
THE END
(Notice that now, I could add the subtractor to the diffuse to obtain C, if I wanted to, but I opted to subtract it instead, so the rust would darken the diffuse; and I added it to the specular, to compensate the darkening by increased reflectivity; but maybe it should be the other way around... not sure.)
EDIT:
Always, before I multiply 2 textures, I add uncorrelated perlin noise with an intensity of 1 (imperceptibly subtle) to reduce precision artifacts, such as possible banding, by predithering, then I add perlin noise again, same intensity, after multiplying, and blur with a radius of 2.
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Now just to figure out how to Subtract something in Photoshop. I can muliply easily enough, but there doesn't seem to be a method to subtract built in, unless I'm missing something. Blah.
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Time to go with a pro tool and learn Gimp...
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That statement has a cetain degree of irony in it, especially since gimp doesnt get along with ttf's too well
I managed to 'subtract' it by inverting it and then muliplying it. Not exactly 'subtracting', but visually similar, and the closest Im going to muster.
I managed to 'subtract' it by inverting it and then muliplying it. Not exactly 'subtracting', but visually similar, and the closest Im going to muster.
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Here's Gimp taking a screenshot of itself with the layer functions menu open...
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Photoshop has the following:
It is just photoshop CS, not CS2, thoughNormal
Dissolve
__________
Darken
Multiply
Color Burn
Linear Burn
__________
Lighten
Screen
Color Dodge
Linear Dodge
__________
Overlay
Soft Light
Hard Light
Vivid Light
Linear Light
Pin Light
Hard Mix
__________
Difference
Exclusion
__________
Hue
Saturation
Color
Luminosity
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Okay, you win.
How about "difference"?; sounds coercible into subtraction...
Or else, invert, then add; some like that...
How about "difference"?; sounds coercible into subtraction...
Or else, invert, then add; some like that...
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Okay, but if it works in PR you can see it in-game, right? That's all you need to be able to texture. WCU is a WIP, and buggy as hell more often than not (spirit's gonna kill me), but I mean, problems are to be expected in WCU.
BTW, the Demon is for both: WCU and PR.
BTW, the Demon is for both: WCU and PR.
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Yeah I know. I mean, I can use priv for my sandbox, but it is ultimately WCU I'm making it for And trust me, WCU needs it more than Priv
Also, it's a tangeant, but my god, the splash screen! I'm sooooooo making a new one @_@
Also, it's a tangeant, but my god, the splash screen! I'm sooooooo making a new one @_@
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There's been some good efforts put into making a decent splash screen. The problem is the lack of decent ships to put in it... You should finish the Demon first; maybe we can put a Demon, a Hornet and a Bengal
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I was thinking more a Hornet, a Bengal, and my reskinned Dralthi
For the moment I just made a starscape with a WC1-ish title, complete with the little fighter graphic Erm, I couldn't find a howto to put it into the game, though? Am I just blind?
For the moment I just made a starscape with a WC1-ish title, complete with the little fighter graphic Erm, I couldn't find a howto to put it into the game, though? Am I just blind?
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Just find where it is, and substitute a pic with the same name
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How's the Demon coming? Ferrius, you should post your work in progress, from time to time, you know? It's up to you, but getting early feedback could save you a lot of work later on.
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There's not a lot different from the visual point of view. I'm kind of holding off because a lot of what I want to do needs a new unwrapping and I need to figure out what I want the texmap to look like roughly.
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Well, you should have said so. What do you specifically need from the unwrapping?
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Ferrius; it's up to you, of course, but you don't need to take up a humongous list of things to do. I can texture, you know? If you really want to make an impact on this project, model the characters. Once we have 3D characters and 3D bases, a lot is gonna change I'd pick one thing, if I were you, whatever you're best at AND preferably that no one else around here can do. Character modelling comes to mind...
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In my experience, starting over again takes less time than thinking about it. Let me see if I still have some stuff in my server, for inspiration. NOT Demon inspiration, but rather about the process... Gimmi a few minutes...
Okay CoffeBot and I were working on this base, with an octogonal top, military section, with little buildings on it. The texture covers one quarter of the octagon, with the center at the top left corner. So I made a mask for the buildings...
http://www.deeplayer.com/dan_w/goodies/ ... ldings.png
Then I blurred the heck out of it, to produce a radiosity baking. I didn't know how to do it in Blender, at the time...
http://www.deeplayer.com/dan_w/goodies/ ... msk_sm.jpg
And I combined that with shadows I produced in Gimp, using multiple iterations of motion blur and blending them with darken only...
http://www.deeplayer.com/dan_w/goodies/ ... ghtmap.jpg
My regular texture was composed of multiple layers: One for buildings, one for streets, one for rails, another for white paintings, and so on. I don't have those layers on my server, but here's the basic texture...
http://www.deeplayer.com/dan_w/goodies/elevator/tmp.png
The light maps, multiplied by that texture became my glow map; and the rails in negative were my specular map. That's all. So, for a test in Gimp, I used the rails in negative to mask a galactic background, to fake the reflections, and I added that to the glow map into a temporary; then, to make night and day tests, I simply added a full brightness basic texture, or a low brightness one, to that temporary; and here the results:
Day:
http://www.deeplayer.com/dan_w/goodies/ ... e_noon.png
Night:
http://www.deeplayer.com/dan_w/goodies/ ... _night.png
Of course, I didn't get good results the first time, but since I was using multiple layers and masks, it didn't take long to fix this and that.
What you need to resist is the temptation to merge layers. Keep everything separate. Armor plates: Just a line drawing of the seams. The bumpmap then is partly just a slight blur of that. Airmarks are a motion blur of that line drawing filtered through a random scatter. Armor plate hues are like a paint by numbers watercolor fill-in of that same line-drawing. Rivets are just dots in another mask. If you want them rounded, you can blur them and stick the result into the bumpmap stack. You want them shiny? Add them inverted to the spec map. Want them matte? Blend them non-inverted with darken only onto the specmap. Want trails after them? Motion-blur, color, add to diffuse texture. Bird droppings? Dots on a mask, add inverted to diffuse, subtract non-inverted from spec. And so on.
Then, if there's something you don't like, you change that specific layer.
Okay CoffeBot and I were working on this base, with an octogonal top, military section, with little buildings on it. The texture covers one quarter of the octagon, with the center at the top left corner. So I made a mask for the buildings...
http://www.deeplayer.com/dan_w/goodies/ ... ldings.png
Then I blurred the heck out of it, to produce a radiosity baking. I didn't know how to do it in Blender, at the time...
http://www.deeplayer.com/dan_w/goodies/ ... msk_sm.jpg
And I combined that with shadows I produced in Gimp, using multiple iterations of motion blur and blending them with darken only...
http://www.deeplayer.com/dan_w/goodies/ ... ghtmap.jpg
My regular texture was composed of multiple layers: One for buildings, one for streets, one for rails, another for white paintings, and so on. I don't have those layers on my server, but here's the basic texture...
http://www.deeplayer.com/dan_w/goodies/elevator/tmp.png
The light maps, multiplied by that texture became my glow map; and the rails in negative were my specular map. That's all. So, for a test in Gimp, I used the rails in negative to mask a galactic background, to fake the reflections, and I added that to the glow map into a temporary; then, to make night and day tests, I simply added a full brightness basic texture, or a low brightness one, to that temporary; and here the results:
Day:
http://www.deeplayer.com/dan_w/goodies/ ... e_noon.png
Night:
http://www.deeplayer.com/dan_w/goodies/ ... _night.png
Of course, I didn't get good results the first time, but since I was using multiple layers and masks, it didn't take long to fix this and that.
What you need to resist is the temptation to merge layers. Keep everything separate. Armor plates: Just a line drawing of the seams. The bumpmap then is partly just a slight blur of that. Airmarks are a motion blur of that line drawing filtered through a random scatter. Armor plate hues are like a paint by numbers watercolor fill-in of that same line-drawing. Rivets are just dots in another mask. If you want them rounded, you can blur them and stick the result into the bumpmap stack. You want them shiny? Add them inverted to the spec map. Want them matte? Blend them non-inverted with darken only onto the specmap. Want trails after them? Motion-blur, color, add to diffuse texture. Bird droppings? Dots on a mask, add inverted to diffuse, subtract non-inverted from spec. And so on.
Then, if there's something you don't like, you change that specific layer.
Last edited by chuck_starchaser on Tue Apr 11, 2006 12:33 am, edited 1 time in total.
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