The reapers have returned from dark space. With Earth under attack and the mass relays in a state of chaos from refugees and the councils fleet engaging reaper forces the galaxy is a mess. The outcome is unknown, the warfare is devastating. The galaxy will never be the same.

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Media RSS Feed Report media Turian Battleship: Team Color (Fixed) (view original)
Turian Battleship: Team Color (Fixed)
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Wolfrahm
Wolfrahm Jan 16 2013, 3:40am says:

ah, but does it come in black...? ;)

+19 votes     reply to comment
Chaoslord_ZX
Chaoslord_ZX Jan 16 2013, 5:18am replied:

You can have it in any color you want... As long as its black.

+13 votes     reply to comment
Unikraken
Unikraken Jan 16 2013, 3:52am says: Online

Much better.

+2 votes     reply to comment
Sweawm
Sweawm Jan 16 2013, 4:08am says:

Way better Team Colors :)

Looks way better too. More importantly: does it come in rainbow?

+2 votes     reply to comment
DoomCloud
DoomCloud Jan 16 2013, 6:13am replied:

If Bioware had a say, it would.

+2 votes     reply to comment
Chaoslord_ZX
Chaoslord_ZX Jan 16 2013, 5:19am says:

Looks great witht the extra bit of detail/texture on the team colors. Much better, good job.

+1 vote     reply to comment
caseyhurd
caseyhurd Jan 16 2013, 7:50am says:

Looks awesome! Can't wait to take it for a spin. For Palavan!

+1 vote     reply to comment
TheRace
TheRace Jan 16 2013, 10:16am says:

Still looks a little wonky in the front. And doesn't look like any detail in the team color. Plus the texture just seems really flat compared to some of the other earlier pics.

+1 vote     reply to comment
xPearse
xPearse Jan 16 2013, 10:32am says:

Looks much better with the alpha channel than before, good job.

+1 vote     reply to comment
880Zero
880Zero Jan 16 2013, 10:48am says: Online

Looks a lot better now. When I do team colors, though, the alpha channel is straight white/black and the details are in the diffuse map, which seems to also work to the same effect.

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Jan 16 2013, 11:41am replied:

Using straight white black doesn't work well in Sins. When you use team colors the alpha channel is directly applied over the model. The non-black area completely covers the diffuse details from the texture. This is why his textures don't show any details in the team color'd area.

+1 vote     reply to comment
880Zero
880Zero Jan 16 2013, 1:19pm replied: Online

Oh its an overlay? I guess I've been doing it wrong because in HW2, the alpha channel for team and stripe colors are applied over the diffuse texture with the colored area having to have the team color areas a gray of 127 in all fields. So any deviation to that gray makes the color lighter or darker. I had no idea ream color in Sins was based solely on the alpha channel, I'll have to go back and add scuff and pattern details to my alpha channels inmy textures.

+4 votes     reply to comment
Unikraken
Unikraken Jan 16 2013, 1:47pm replied: Online

Yay!

+2 votes     reply to comment
ZombiesRus5
ZombiesRus5 Jan 16 2013, 11:45am replied:

Here's an example where the diffuse detail was baked into the team color texture. I also tried to build bump maps out of sets textures back then to give it more depth.

Moddb.com

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Jan 16 2013, 11:51am says:

I also just noticed your team color is yellow, but the texture is orange. I don't think you have that right yet.

+2 votes     reply to comment
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Description

Used a gray scaled section of the skin to create the alpha channel instead of just doing pure white. Looks a lot more natural thanks 880Zero.

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Jan 16th, 2013
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