Comm-Link Bilder

Name: MISC-New-Canopy06-Copy-E1356729453210.jpg

Name: source.png

Name: Vulture-Vault-Concept-16.jpg

Name: star-citizen-321-feature-highlights-crusaderplatforms-21-9.jpg

Beschreibung: g-feature

Name: Idris_belowdeck_wip_01.jpg

Name: Vetoreti-Demo_delamar_7.jpg

Name: Open-Flightdeck0homework1.jpg

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Beschreibung: 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.

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Beschreibung: 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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Name: 03-CTRL_PNL.jpg

Name: Esperia-Prowler.jpg

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Name: SC_Bremen_System_Concept_Final.jpg

Name: Vulture-Vault-Concept-A-5.png

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Name: JumpPoint_01-12_Nov_13_WIP8.jpg

Name: star-citizen-rsi-zeus-v2-bounty-hunter.jpg

Beschreibung: g-illustration

Name: Carrack_3.jpg

Name: Pete.jpg

Name: Razor_EX_Front_02.jpg

Name: source.mp4

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: Ellis_VII.jpg

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Name: CloudImperiumGames_StarCitizen_AICharacterCombat1.jpg

Name: skbc.jpg

Beschreibung: g-illustration

Name: Tiber.jpg

Name: Frame000432_thumb.jpg

Name: March-Jump-Point-Images-23.jpg

Name: Trackview_blockouts_railing_aciedo.mp4

Name: Fullbody.jpg

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Name: Blockout-Cockpit.jpg

Name: Pridemonth340.jpg

Name: JumpPoint_02-03_Mar_14_The-Birth-Of-A-Frigate_Page_03.jpg

Name: Behring_p4ar_03.jpg

Beschreibung: Behring P4AR

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Name: Austin-September.jpg

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