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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RSS feed Report content Volus Dreadnought Skin II (Gameshot V2) (view original)
Volus Dreadnought Skin II (Gameshot V2)
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ZetaKiba
ZetaKiba

I really enjoy seeing ingame screenshots, shows a lot of progress, can't wait to see the reapers or Batarians done!

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AdmiralVon
AdmiralVon

Oh wow, this is amazing! Looks really well done.

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Kommunizm
Kommunizm

Do want. It looks more... Realistic, then original SoaSE models.

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V.Metalic
V.Metalic

The symbols of Cerberus or Alliance on their vessels, are also team colors?

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Golly
Golly

If they decide to implement them like SoTP did, then yes.

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tt0022
tt0022

i can only say it looks amazing

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davidt0504
davidt0504

Okay, so I have a question about team colors. Lets say we turn off team colors. Will the models have the colors like they do ingame? For example if I'm playing the council as pink and cerberus as blue and the reapers as green and I turn off team colors will the colors for alliance ships be blue, the turian ships be brick red, cerberus be yellow orange, etc?

EDIT: The Volus dreadnought be green?

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Golly
Golly

Yes they will still be on.

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ZombiesRus5 Author
ZombiesRus5

Yes, that's part of the texture work I'm doing setting up proper diffuse, team, specular, light, reflective, bloom and normal maps.

We're setting this up correct in the beginning. If you don't want team colors you'll be able to turn them off and get the original texture color.

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davidt0504
davidt0504

Alright, awesome. Thats cool that we'll have both options :)

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Description

Set and I have been partnering up on the textures for the ships. After he lays out the initial skin, I'm working to enhance the details with his direction as well as making the texture maps for Sins for diffuse, team, specular, light, reflective, bloom and normal maps. On this model I've added depth by building some bump maps from parts of his original texture. I've also blended several of the details with the underlying hull.

One of the harder parts is getting the team colors to not just look like a blob of color dropped on the model.

I think the end result looks really well in game.

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