Actually, El Viejo, you can go higher than 1.0 to good effect.. I'm using 1.5 atm.. but when you get too high, you end up with a "Neon Cobby", such as this with values set at 100.0
Thanks Diziet, I didn't know that... I was following Griff's specs:
but just to recap, the value numbers for each paint are Red, Green and Blue levels and are in the scale 0.0000 - 1.0000
(That neon Cobra looks vile, btw).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Be warned: 8.9MiB - I included the wings model as well as the wavefront - the texture pngs, but also the photoshop-format which has the layers. This is so griff can pick out the ones he wants.
The model has been unified - it may be useful to separate the bits.
I've added a gecko, not so sure about its scarey face..
..maybe i should extend the mouth paint into that raised bit down the middle of the ship, it looks like a big nose at the moment!
there's an unpainted gecko in the oxp too, the sharkface is just a decal that's added randomly
The unpainted Gecko, with the two matching decals… very nice indeed.
The obvious question arises: is it possible to have two decals on the 'Clear Air Turbulence' (i.e. the player ship)?
If so, can they be different decals?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
@ Simon B
A Simon B rock-hermit would be great! please do whip one up if you get the time, do you also have any of the stations done? i remember seeing a beautiful, coppery looking Coriolis you were demoing a while back, do you have anymore? The coriolis i've made doesn't really work that well, it's textures are too low rez and the normal map gives it that 'crinky paper' surface that makes us all cringe (those beveled edges i've done need to go too!)
@ El viejo
I don't have a shader to do two different decals on a ship at the moment, although it is a great idea! a snag is that the cobra oxp has already hit it's 4 textures per shader limit, so we can't just add an extra decal image for the shader to select, with a bit of luck i might be able to get Ahrumans decal selecting code back into the cobra3 player shader so we can put 2 decals in 1 image, i'm not sure when i'll get around to this though, building these frankenstein shaders out of the examples is always a process of trial and error for me, so i might put it off until i've done the last few ships (still need to sort out DH's glowing paint decal idea too).