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.

Add media Report RSS Turian Battleship: Team Color (Fixed) (view original)
Turian Battleship: Team Color (Fixed)
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Wolfrahm
Wolfrahm - - 339 comments

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

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Chaoslord_ZX
Chaoslord_ZX - - 200 comments

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

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Unikraken Creator
Unikraken - - 3,224 comments

Much better.

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Sweawm
Sweawm - - 116 comments

Way better Team Colors :)

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

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DoomCloud
DoomCloud - - 12 comments

If Bioware had a say, it would.

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Chaoslord_ZX
Chaoslord_ZX - - 200 comments

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

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caseyhurd
caseyhurd - - 71 comments

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

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TheRace
TheRace - - 41 comments

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.

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xPearse
xPearse - - 2,462 comments

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

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880Zero
880Zero - - 2,557 comments

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.

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ZombiesRus5
ZombiesRus5 - - 1,642 comments

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.

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880Zero
880Zero - - 2,557 comments

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.

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Unikraken Creator
Unikraken - - 3,224 comments

Yay!

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ZombiesRus5
ZombiesRus5 - - 1,642 comments

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

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ZombiesRus5
ZombiesRus5 - - 1,642 comments

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

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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.