Comm-Link Bilder

Name: Cockpitmockup2.jpg

Beschreibung: Concept of the Hornet’s HUD and information panels created by Zane Bien and is used as the basis for the HUD’s creation

Name: Jp-4.jpg

Name: Jp-3.jpg

Name: Hornet_Hud_Arena_Commander_Title_Design.jpg

Name: Radarmockup.jpg

Name: Sequence-01Still005.jpg

Name: 20170220e.jpg

Name: 08-Ship_Colors009.png

Name: 00b-Second_model_pass_02.jpg

Name: 09a-Comp_01.jpg

Name: Radarmockup2.jpg

Name: December_15_Header_ATX.jpg

Name: 1-01-Cutlass_Modular_CrewQuarters.jpg

Name: JumpPoint_03-01_Jan_15_Riding-Herd_Page_36.jpg

Name: JP08-07_JULY_Staying-Grounded_Page_01.png

Name: SelfLand_03.jpg

Name: Connie_Dying_Star-1.jpg

Name: Starliner-Postcard-Verso2.jpg

Name: GameSpot-17_04_15.jpg

Beschreibung: #post-background

Name: Cockpit-Screen-1.jpg

Name: FringGallery3.jpg

Name: 600i_MasterBedroom_201810.png

Name: JumpPoint_04-04_BTS-PCap5.jpg

Name: 08-Starfarer_40813_Final_Color_Output0014.jpg

Name: October-Jump-Point-Images-52.jpg

Name: CR_WC_M13_MISC_Freelancer_Variants_23_05_2014.jpg

Name: RR2.jpg

Name: Shader_ball3.jpg

Beschreibung: 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.

Name: JumpPoint_03-01_Jan_15_Riding-Herd_Page_42.jpg

Name: starcitizen-lunarnewyearscreenframe-arenaimage.jpg

Beschreibung: g-feature

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Beschreibung: g-feature

Name: H22-Fullscreen_capture_8312015_93358_PM.jpg

Name: source.jpg

Beschreibung: c-feature

Name: source.jpg

Name: Sketches_02.jpg

Name: Cosmo_12_2.jpg

Name: Josh_b_sp_novilty_kiosk_FA_-9.jpg

Name: Sketches_02.jpg

Name: JumpPoint_03-09_Sep-15_Persistence-Commences_Page_12.jpg

Name: Endeavor_01-2.jpg

Name: Cutaway-Render05_copy.jpg

Name: Avenger1_jp.jpg

Name: Shader_ball.jpg

Beschreibung: 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.

Name: Crawlspace_02-28-2014-2.jpg

Name: JumpPoint_03-01_Jan_15_Riding-Herd_Page_44.jpg

Name: F-VFX.jpg

Name: G-Eco-Systems.jpg

Name: source.jpg

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Name: 02f-Frame-1662.jpg