Saturday, 16 June 2012

More breakthroughs!

So this morning i set myself a task. I was going to get at least one model to remotely resemble the effects of the in-game shaders or die trying. After watching the excellent "The girl with a dragon tattoo" my nerd senses were a-tinglin' and my google instinct was fierce. 

I'd had the idea yesterday, that if i could somehow get one of the nice danel shader textures as the base for the models' texture then use the texture maps supplied by ccp to simply add the detail then i'd be able to emulate the nice metalic "sheens" achieved in-game. Now i'd know how to do this in photoshop in an instant but figured that the process in C4D would be quite different and avoided it by cheating with lighting to get the desired look or picking very bland ships to model.

Then it hit me. If i used the specular map or diffuse map in the texture alpha channel for a layer it would only allow the metalic danel to show through where the alpha map was white and since this is on the armor plates etc in the alpha map then only the plates would look metallic!

Anyway that's enough incoherent (most likely miss-used) jargon from me.

TL;DR - Alpha channel is awesome. I'm awesome. Everyone is awesome. Better models incoming. That is all.


Here's the result.


Looks better, no?

No comments:

Post a Comment