using light-baking and ambient occlusion techniques ).
Textures are not done yet; some parts need more detail --well, all of it needs more detai; it's just
a quick and dirty bumpmap and the flat material bakes from Blender, basically--; but good enough to post it,
for now, IMO. (Hehehe, the only texturing there is copied and pasted from the original texture by Strangelet.)
((I might do that for all the rest, come to think of it.))
To the mesh, I've added a bit of greebling and made the glass domes smoother.
Also put some stuff inside the parking area.
Here's a pic from the dayside:
And a pic from the shady side:
Just added some rails and cranes for moving cargo externally.
The normalmap is all wrong; we'll need tangents for it to work.
So, if you wonder what looks so real about it, it's the lighting:
Many hours spent gocking at Blender doing all the work for me
White lights, yellow lights, green lights, red lights, and the one blue light, as
well as the ambient occlusion, all baked separately. About 10 hours
each; that's why it took me a whole week... (well, they take about 2 or 3 hours, but... it often takes many tries to get them right.)
The files for in-game are here:
http://deeplayer.com/vsMiningBase/MiningBase.7z
They go in the /units/MiningBase/ folder.
The Masters, for the masters repo, are here:
http://deeplayer.com/vsMiningBase/MiningBaseMasters.7z
They include:
- the .blend file for the mesh with materials
- bumpshader.blend, which produces bump-modulated static light bakes,
- mixer.blend, which produces the final diffuse, specular and glow textures from the
material bake textures and the light bakes, and - all the textures needed in the process, from light and material bakes to final.
Cheers!
Oh, yeah, best viewed with...http://deeplayer.com/vsMiningBase/starchaser.fp