I figure the ships to start with are the ones in Random Hits ... even though these ships are scattered through other OXPs. Since I'm already modifying the navy and behemoth related oxps (stalled) I'll be keeping an eye on griffying these too.
But first up - back in November, Griff asked me:
I can sympathise... with the neolite ships the fer de lance was the toughest remake and I only got there with a contraversially extreme makeover.could you do a fer-de-lance like your new gecko & Mamba Simon? the one i made i really don't like but i've attempted it 3 times now and i don't think i'm going to get anything better made
So FDL is the first one to try - also helps to learn the griff style on something already done.
I came up with:
and
But then there was a hiatus during which griffs style matured and I rethought the complexity of the model. Taking simpler lines but keeping the bits people liked in the above model gives something more like:
... I'll want comments on this one and some statement from Griff as to whether he still feels the same way about his fdl.
The above is not fancy, since I have not figured out how to coax blender to just render.... I have to use the in-game engine:
Griff uses 6 maps - he describes them as follows:
After mapping I got:1. a diffuse map (y'know the usual colour 'skin' texture map)
2. a specular intensity map (greyscale - could just be a greyscale version of your diffuse map for a quick & dirty solution - lighter tone areas are more shiny than darker tone areas)
3. an illumination map for lighting up any cockpit windows, spotlights on the hull etc (a greyscale image, white = bright)
4. either a) a normal map or b) a greyscale heightmap which i will convert to a normal map with the nvidia plugin
5. an effects maps for the engine glow and up to 2 'paintmaps' (gets recolured and mixed into the final colour texture - allows you to re-paint your ship, randomly or via settings in the shipdata.plist)
rules for this effects maps are:
Red channel = orange heated glowing metal around the exhaust
Blue Channel = Blue/Cyan glow from the exhaust plume
Green Channel = Paintmap mask 1 - this is optional
Alpha Chanel = Paintmap mask 2 - this is optional
6. a decal map if you want random decals - this can be done differently to the decals on the cobraIII, you can provide full colour decals with the alpha channel acting as a mask in-order to cut them out neatly, provide a power of 2 number of decals, arranged in a horizontal row with a final image size as a power of 2 dimension, eg (64px high, 512px wide)
... I'm unhappy with this - particularly the stockings-and-suspenders look across the top. Currant status - studying griffs shaders for the player fighters to get something more ... more.
Comments?