Longnose Bulkship from Kaluri

Spacecrafts, buildings and other 3D asset creation
FluffyFreak
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Re: Longnose Bulkship from Kaluri

Post by FluffyFreak » Tue Feb 20, 2018 10:26 pm

I'd be interested in checking this out, with the new decal technique, in engine.

See if there's anything easy/obvious we can do to make any rendering artifacts go away

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Wed Feb 21, 2018 7:03 am

Will do.

VivienneA
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Re: Longnose Bulkship from Kaluri

Post by VivienneA » Wed Feb 21, 2018 9:18 pm

I am really liking the latest pictures. Is Decalmachine worth getting?

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Wed Feb 21, 2018 9:39 pm

The latest aren't made with decalmachine, but I actually cut up the geometry. Edit: actually they are, I didn't posted the latest images here it seems. But I will do what fluffyfreak suggests to see how the decal way would act with the current rendering, maybe it would work.

Decal machine automates quite a few things, and is very handy, but there's a level of finicky-ness to it, with errors even, and some unpredictable parts, especially with baking (but in other places too). 20 bucks isn't that much money for it in my opinion, but expect rough edges. The author put out at least two or three updates to it since summer.

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Wed Feb 21, 2018 9:44 pm

@Fluffyfreak: I think one important thing (to me) that would not work is the weathering of the hull. Not sure how to approach that. My guess would be that if the decals could multiply or overlay the underlying texture somehow in the fragment part, then it could work. (Does that makes sense?).

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Sat Feb 24, 2018 5:28 pm

I've started a Decals repo, so I won't loose them, and others could contribute too.

FluffyFreak
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Re: Longnose Bulkship from Kaluri

Post by FluffyFreak » Sun Feb 25, 2018 1:37 pm

It seems like with the technique you could either use tiling textures + decals, or a global texture + decals.
A hybrid pipeline if you like.

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Sun Feb 25, 2018 2:20 pm

I think I'll go with a global texture, because with tiling I can't do weathering. Or the weathering will be made with decals too, but that feels counterintuitive, even wasteful.

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Mon May 28, 2018 7:43 pm

I played a bit whit the Bluenose while I was thinking about the surface details.
This is the view you'd get from the bottom (outward) window of the front ring (links to a video):
Image

nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner » Tue Jun 05, 2018 10:30 am

Some details painted over:
Image

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