flakmonkey
11-26-09, 06:16 AM
Some time ago i supplied DivingDuck with a 3d model of the attack scope housing to add to the rear of control room and fill the big empty space where it was absent in stock sh3.
Unfortunatly at the time i had no real reference pics, so although it looked better than an empty space it wasnt up to the quality of the rest of the control room and have never really been happy with it.
Well since seeing the nice properly modelled control room in SH5 i thought it was time to go back and update the old crappy model, and this time get it looking the way it should.
These shots are pretty close to how it`ll look in game (except for the 256xAA obviously), they are using a 1024x1024 base texture and a lightmap texture (1 for red and 1 for white light)
I baked the specular highlights onto the lightmaps since i quite like the look of them but sh3 doesnt support shaders (at least not to the extent sh4 does). Im still toying with the idea of baking a bumpmap texture onto the base layer too, but it might stick out a bit compared to everything else in the CR.
The only thing that might not make it into sh3 is the transparency on the glass pipe thingy, im not sure how aplha channels etc work in game, so that`ll be a bit of trial and error.
Oddly enough the poly count isnt so much more than the old model, since this one was made for low poly from the start, the other one was just pulled from a maya scene.
http://img266.imageshack.us/img266/2729/periscopehousingwip.jpg
Unfortunatly at the time i had no real reference pics, so although it looked better than an empty space it wasnt up to the quality of the rest of the control room and have never really been happy with it.
Well since seeing the nice properly modelled control room in SH5 i thought it was time to go back and update the old crappy model, and this time get it looking the way it should.
These shots are pretty close to how it`ll look in game (except for the 256xAA obviously), they are using a 1024x1024 base texture and a lightmap texture (1 for red and 1 for white light)
I baked the specular highlights onto the lightmaps since i quite like the look of them but sh3 doesnt support shaders (at least not to the extent sh4 does). Im still toying with the idea of baking a bumpmap texture onto the base layer too, but it might stick out a bit compared to everything else in the CR.
The only thing that might not make it into sh3 is the transparency on the glass pipe thingy, im not sure how aplha channels etc work in game, so that`ll be a bit of trial and error.
Oddly enough the poly count isnt so much more than the old model, since this one was made for low poly from the start, the other one was just pulled from a maya scene.
http://img266.imageshack.us/img266/2729/periscopehousingwip.jpg