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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Report Turian Battleship: Team Color (Fixed) (view original)
Turian Battleship: Team Color (Fixed)
embed
share
view previous next
Share Image
Share on Facebook Tweet Email a friend
Embed Image
Comments
Wolfrahm
Wolfrahm

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

Reply Good karma Bad karma+19 votes
Chaoslord_ZX
Chaoslord_ZX

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

Reply Good karma Bad karma+13 votes
Unikraken Creator
Unikraken

Much better.

Reply Good karma+2 votes
Sweawm
Sweawm

Way better Team Colors :)

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

Reply Good karma Bad karma+2 votes
DoomCloud
DoomCloud

If Bioware had a say, it would.

Reply Good karma Bad karma+2 votes
Chaoslord_ZX
Chaoslord_ZX

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

Reply Good karma Bad karma+1 vote
caseyhurd
caseyhurd

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

Reply Good karma Bad karma+1 vote
TheRace
TheRace

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.

Reply Good karma Bad karma+1 vote
xPearse
xPearse

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

Reply Good karma Bad karma+1 vote
880Zero
880Zero

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.

Reply Good karma Bad karma+1 vote
ZombiesRus5
ZombiesRus5

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.

Reply Good karma Bad karma+1 vote
880Zero
880Zero

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.

Reply Good karma Bad karma+4 votes
Unikraken Creator
Unikraken

Yay!

Reply Good karma+2 votes
ZombiesRus5
ZombiesRus5

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

Reply Good karma Bad karma+1 vote
ZombiesRus5
ZombiesRus5

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

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

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.

Details
Date
Size
1400×736
Options
URL
Embed
Embed Thumb
Share
Feed
RSS
Report
Report