Comm-Link Images
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JumpPoint_03-05_May-15_cover.jpg
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Reliant_AtmosphericFlightConfig_Updated_Final_Hobbins.png
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- 4.21 MB
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Reliant_SpaceFlightConfig_Updated_Final_Hobbins.png
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Reliant_CargoHoldFunction_Final_Hobbins.png
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Reliant_LandedConfig_Final_Hobbins.png
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Reliant_CockpitFunction_Final_Hobbins.png
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Reliant_ScaleComparison_Final_Hobbins.png
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Reliant_LandingInsitu_Final_Hobbins.png
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Hull_E_landedComp4NOWTHERIGHTSIZE.jpg
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Shader_ball.jpg
So as you can see just by applying solid values I’m already very far along. For this paint I’m going for a pearl sheen and a nice light blue color. The next phase in the process is adding in base texture maps. These are broad strokes and are meant to break up the surface. I typically use textures as overlays and let the engine drive the actual color and glossiness. This way we can reuse material later on.
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Starfarer_Escape_Pod_Room_v0044_cutaway1086.jpg
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Shader_ball3.jpg
This detail pass adds some brush stroke patterns and little air bubbles to make the surface more believable. Now since this a painted metal its time bring in the metal with the paint. In the interest of time I will skip the process for creating the metal and just show how I’m blending them.
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- 11 years ago
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Shader_ball4.jpg
This is the metal I will be blending with. The next step is to combine the two materials and use a mask to tell the shader where the two materials should blend.
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- 11 years ago
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Shader_ball5.jpg
So here is our final material I hope that this was interesting for you guys and gave you a little insight into my day to day workflow at Cloud Imperium.
- Last Modified
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