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Originally Posted by Kendras
It's quite simple : it's not logical to have fresh algae on the ladders.
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Not logical you say?
Quote:
Originally Posted by Kendras
There may rather be some rusty metal.
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There is. I have applied semi-transparent overlays to that texture and arranged ladder's UV projections so that top rungs are incrementally more rusty and lesser weedy than lower ones. There was a lot of work involved
The effect is partly lost now due to the heavy hue/saturation adjustment layer I applied after your complaints, but it is clearly visible in the original version of the texture.
Quote:
Originally Posted by Kendras
And on all pictures I saw of La Plate, there is only brownish mud on the base.
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What you call "mud" is actually algae, and I don't object on its brownish tone, but like it or not, there is a also a green component to it which makes it more "greenish-brownish" than simply "brownish"
Quote:
Originally Posted by Kendras
Last point : the green mud is very visible and pixelised on the ladders, and looking very ugly, looking more like radioactive mud.
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I agree on that. That's due to the blurred borders of the adjustment layer I applied following your suggestion: due to it, the most external pixels are hardly affected by the layer and they contrast with the rest. If we agree on the other points, I will see what I can do with it
Quote:
Originally Posted by Kendras
Yeah, not easy. First, are normal maps working in SH3 ?
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I think so. If memory serves me well, crew models and a few more models use normal maps to create extra "detail"
Quote:
Originally Posted by Kendras
Specular maps are more important IMO, because you can choose 2 parameters : the shininess and its saturation.
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Usually specular maps are stored in the alpha channel so no saturation: only shininess.
Quote:
Originally Posted by Kendras
But is it working in SH3 ?
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It should. There is a controller for it. Anyway, soon we will know more about it, when I will send you my next update
Quote:
Originally Posted by Kendras
Why can you choose also the specular strenght of a diffuse map ?
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Specular strength, similar to Glossiness, is not a diffuse map parameter but a material parameter. I think Specular strength has no effect if no specular map is enabled for any given materia. Not sure about Glossiness, but probably it doesn't require a specular map. I will let you to play with those parameters once I enable that map. Tweaking them before I send you the next alpha version would be a waste of time, as the specular map can change drastically the look of the materials we have set so far.
Quote:
Originally Posted by Kendras
About glow maps, is this the type used by the buildings' and ships' windows with light at night ?
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Yep, sure. It is enabled through the CityLights controller IIRC. It might come in handy for illuminating the windows of some lighthouses pertaining to neutral countries.