Now if only there was some job worth getting for me to try that line on.
Yes I did, I’ll be able to call myself a game dev again.
What is a job worth getting to you?
Yeah baby, yeah !
-A side note, somehow badges with this particular model defy any logic. UV channels are right, but applied badge material never shows. …Unless that is if I apply it to the whole ship (not a polygon less). I don’t get it. I’m dealing with it later:
Your guess is as good as mine. But hey, sounds like you got one that you can excel at and enjoy!
About that Destroyer… do you get to copy-pasta any of the texture from the shared elements of the original? Like, the engine, the bridge, the antenna fork… they all seem identical geometrically. So I wonder if you use the stock textures for those elements.
The engine itself (the orange engine shader part) is a direct copy with textures.
The engine block mesh is a copy too, but has a different side line and starts to diverge more an more as you continue to the front section. The UVs of that part are completely new.
I wonder if you have UV1 data in the ship mesh? Or maybe accidentally set the ship mesh shader to something other than
ship? I know you don’t really use it, but what does it look like in DAEnerys?
The ship is mapped both for the texture (first pic) and the badge in the 2nd channel (second pic). Shader is ship, badge shader is badge. I’ll look into DAEnerys when I’ll install it.
Whoa-ha, that’s looking pretty grand already too!
So far just slowly adding normal maps.
That’s great news! May I ask what the issue was?
Both materials were called the same. While one had a _SHD[ship] and the other a _SHD[badge], they were both MAT[Vgr_ArtilleryDestroyer]. That explains a lot.
It does. Hopefully others can learn from your experience.
You do big ships so well! I wish my frigates looked that good with just panelling and team/stripe…
Why aren’t you satisfied with your Frigates? From what I can tell now that I just checked, you lack all but the basic normal map details, but once you’ll add them they’ll look great.
One thing that destroyer has is an AO pass in its diffuse. AO generated by NDO from it’s normal map. It’s a placeholder solution, but it gives it some detail to look at for now:
Yeah, I think I need to just get on and do it…once I’ve coded this mission, and finished the corvette, and worked my way through the bug list…etc…!