![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
|
![]()
Greetings,
i´m currently doing some re-textures of the UBM IX D2, but i´m a bit lost here. Specifically i`m looking for the texture used on the fumo panels: ![]() |
![]() |
![]() |
![]() |
#2 |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
|
![]()
Thanks Mikhayl, that should keep me going. The unaltered texture simply looks out of place on the boat now.
I´m currently fiddling with with specularity and glossiness level in the respective .dat file, but didn't yet achieve the desired results. status: Schlickgrau ![]() Dunkelgrau ![]() |
![]() |
![]() |
![]() |
#3 |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
|
![]()
It`s a fictional emblem with historical elements. In the upper left corner there's the emblem of the 12th Flottilla / U-195. And yepp, texture mapping is as horrible on the IX D2 as it has always been in SH.
|
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
Good to see you back around, OakGroove!
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
![]() |
![]() |
![]() |
#5 |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
|
![]()
Hey Luke, thanks!
I was taking a break from SH, but got UBM recently, and got interested again in doing some stuff. Here's a small update; i eliminated most of the excessive specular lighting that made any camouflage coating somewhat of a moot point. I´m still trying to find a balance between a too dry looking texture and one that's coming out too shiny. ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#6 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
|
![]()
Really amazing textures!
two quests: -are you woking with the lightmaps too? -do you work with 2048X2048 texures or is this dispenable in Sh4?
__________________
![]() |
![]() |
![]() |
![]() |
#7 |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
|
![]()
Yes. Lightmaps have been re-worked to accomodate for the new texture. In addition i edited the *.dat files for gloss/specular levels. Texture size is 2048x2048.
It´s a real pain though trying to add realistic detail, as plenty gets mirrowed all over the model. Some detail can only be realised via the lightmap, but even at 2048x2048 it gets blurred quite a bit. ![]() |
![]() |
![]() |
![]() |
#8 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
|
![]()
To achieve more details, you'd probably have to redo all the uv-maps (with less overlap and less stretching) and use a couple of extra materials, so you can use more textures with less overlap of the uv-data.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
|
|