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Modern ship yard.
Posted: Wed Apr 25, 2018 8:18 pm
by rom
I want to do some space ships with ZBrush and Substance painter.
Can, or will Oolite support PBR shaders.
Re: Modern ship yard.
Posted: Wed Apr 25, 2018 8:29 pm
by another_commander
Can, or will Oolite support PBR shaders.
I believe that it can, although nobody has attempted it yet. Entities can have their own shaders overriding the default ones if desired and there is possibility of using external textures in shaders, so it should be possible to have textures for albedo, metalness and roughness and use those with the appropriate maths to simulate physically accurate lighting.
But I think it will still look weird, at least until shadows are implemented.
Re: Modern ship yard.
Posted: Wed Apr 25, 2018 8:53 pm
by rom
Are there any shader gurus in the Universe ?
Seems like a great platform to showcase Sci-Fi art.
Re: Modern ship yard.
Posted: Wed Apr 25, 2018 9:09 pm
by rom
If I may jump straight to some questions.
1) What is the max poly count ?
2) How many materials. ?
3) What is a standard texture set ?
(albedo, metallic roughness, normal, height)
(diffuse, specular, normal),
etc.
Are there any "off the shelf" shader workflows that could be preseted in Substance ?
https://www.allegorithmic.com/products/ ... e-designer
Re: Modern ship yard.
Posted: Fri Apr 27, 2018 10:17 am
by another_commander
rom wrote: ↑Wed Apr 25, 2018 9:09 pm
If I may jump straight to some questions.
I'll try to provide some answers to the best of my knowledge, after a brief scan of the code. There is a chance I may have missed something though.
1) What is the max poly count ?
There does not seem to be a limit other than available memory.
SAme. Memory seems to be the only limit.
3) What is a standard texture set ?
(albedo, metallic roughness, normal, height)
(diffuse, specular, normal),
etc.
Diffuse, specular, normal, parallax, with provisions for additional textures such as emission and illumination maps and possibility of incorporating external textures if needed. Greyscale maps can be part of other textures by embedding them in eventually spare alpha channels.
No.
Re: Modern ship yard.
Posted: Fri Apr 27, 2018 11:52 am
by jackiebean
im going to chime in about poly count. i try to keep larger vessels at under 5000 tris for each piece or subentity. there are a lot of tricks to get a model looking smooth that do not require a high poly count. one of those is smooth faces. a trick i use is i break the pieces off i want smooth and the edges where they meet are nice and sharp almost like marking them sharp. check out my ships wip for some clues about how detailed (or actually really simple) the models are.
high poly count does not necessarily a better game model make, but there are ways to fool the eye into thinking it is higher detail than it really is.
i cant recall offhand how high the highest count is, but i think the long range cruiser weighs in at about 103,000 tris. tris are the key number. of course it is broken into pieces (a main hull and subentities) and the biggest reason for that is due to texture quality. i want the textures to be as crisp as possible for such a large ship. that is perhaps a better reason to break a model up than due to a poly cap limit.
Re: Modern ship yard.
Posted: Sat Apr 28, 2018 7:28 pm
by tsoj
Is someone working on shadows?
Re: Modern ship yard.
Posted: Sat Apr 28, 2018 8:38 pm
by another_commander
tsoj wrote: ↑Sat Apr 28, 2018 7:28 pm
Is someone working on shadows?
No, I don't think so.