|
Author |
Thread Statistics | Show CCP posts - 23 post(s) |
|
CCP BunnyVirus
C C P C C P Alliance
1350
|
Posted - 2014.12.08 18:06:53 -
[1] - Quote
Dante Khimera wrote:Hey! I don't know if this is the right place, but I'd love to have more info about the artistic job on those ships. They look fabulous ! Did the art team had to re-author specular textures in terms of roughness/metalness like in Unreal Engine 4 or did you manage to take those and plug them "as it" in your new renderer ?
We had to re-author not only specular into roughness we also had to re-author diffuse maps into albedo maps.
We are already experimenting how we can use the roughness map to get a better variety and control in how our assets look like
3D Artist
|
|
|
CCP BunnyVirus
C C P C C P Alliance
1353
|
Posted - 2014.12.09 08:18:53 -
[2] - Quote
Jon Dekker wrote:"dynamic dirt levels (older ships showing their age?)"
YES PLEASE! I can also think this would allow dynamic damage on the hull, right?
On the dirty ships idea, I've always thought about what EVE would be like with a system that allowed a ship to "get old". Sort of like that trusty Corellian freighter that looks like crap but can still make the Kessel run in only 18 parsecs! It's not a gamechanger, but I think it would add a whole new dimension to ship ownership. It's the little things that make me excite! :)
Dynamic hull damage is unfortunatly something else and not included but i might be able to convince ccp mankiller to think of a way to use the dirtmap for stuff like that.
3D Artist
|
|
|
CCP BunnyVirus
C C P C C P Alliance
1353
|
Posted - 2014.12.09 09:57:53 -
[3] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file.
3D Artist
|
|
|
CCP BunnyVirus
C C P C C P Alliance
1355
|
Posted - 2014.12.09 10:37:27 -
[4] - Quote
Valeo Galaem wrote:CCP BunnyVirus wrote:Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file. I mean the *_ap.dds files, just like I said... http://i.imgur.com/0wSxcG1.png
I do understand that large models (capital ships, etc) have ambient occulsion maps in the *_ao.dds files. But, smaller ships do not. All ships using PBR have the *_ap.dds files. Those files have greyscale texture data on the RGB channels with some colored data for "weathering" and fine painted details (as seen in the image I linked), and a mask for said fine painted details in the alpha channel.
In that case its the albedo map + a new mask map
3D Artist
|
|
|
|
|